| The Catacombs was a midterm
assignment, done in Unreal Tournament 2004. This
deathmatch map was done in a span of about two weeks, and had a
number of restraints and goals that I had to accomplish.
The teacher gave us a space full of BSPs with no models or
texturing. We had to create a level that include a number
of models, a skybox, and included a number of game spaces based
on the lessons from the weeks before using the already existing BSP.
I created an underground labyrinth covered in moss and dirt.
While I couldn't cut into the BSP to create new routes along the
ground, I was allowed to cut into the spaces that the player
couldn't reach. So, I created a large number of short
hallways, honeycombed on the walls. This not only gave the
space the feel of being much larger than it really was, but it
also created a number of safe locations for the player to spawn
in from, giving him some cover from the other players until he
got his bearings.
I was most proud of the pillar of light shining down from the
skylight. Using an animated texture, BSP and a few tricks
to make it appear hollow, I was able to create what appeared to
be a beam of light that shimmered off the dust in the air.
Normally, such an affect would be done with a costly lighting
effect. However, I pulled it off with a technique
that hardly affected the performance of the level in a game that
didn't even have the lighting effect that would normally be used
in the first place. |