As part of an final level designers took a prebuilt but undecorated level and decorated it (using only Unreal assets),
without changing the flow or the basic bsp. In the end this was one of the most beautiful levels I created.
Installation is
slightly complicated as I made custom assets. You have to unpack the zip
file, place the .usx file in the Static Mesh folder under your Unreal2004
Folder. Place the .utx file in the Texture folder. Place the SakiSet and
Sushi folders in your main UT2004 folder (this is where you found the Static
Mesh and Texture folders.) Finally place the SakiSet.u and the Sushi.u files
in the UT2004 System folder.
This has a slightly
complicated installation as my team made custom assets. You have to unpack
the zip file, place the .usx file in the Static Mesh folder under your
Unreal2004 Folder. Place the .utx file in the Texture folder.
Description:
Temple
of Horus: Created for a Midterm Level Design exam. The Professor gave the
class a map without textures or indication of meshes. He told us to decorate
and add to the map without altering the flow of the map. I chose the
Egyptian theme and proceeded to attempt several new techniques like bsp
trim, terrain in an interior map, and a ceiling opening for a sky box.
(Screenshots 1-2)
Mountain Temple: The
Term 2 Level Design final required the students to remake the classic Quake
3 level DM-17. The assignment required the student to put the map
"someplace." I chose to create the map in an Asian theme. The map has three
different vertical levels and the player moves between them using jump pads.
I thought that using as Asian theme logically explained the player's ability
to fly through the air and then run along the rooftops. My inspiration came
from popular movies like Crouching Tiger, Hidden Dragon. For the
first time in a map I really tried to make the skybox fit well with the map
and tried some different techniques. (Screenshots 3-5)
Hedgemaze: As part of
the Term 2 Level Design assignment we formed teams to create a CTF map. My
group decided to create a castle for our map. I wanted to create a hedgemaze
for the center section of the map, but I wanted to be sure that the player
would not get frustrated and would use the maze for cover. I created the
maze in a PAC-MAN like design so that as long as the player continued in the
right general direction they would eventually get to the edge. During
play-testing problems developed so I made the maze the exact height of the
player's double jump. This added very interesting gameplay. I worked with
Bill Adams and Jonathan Hemingway. (Screenshots 6-7)