This levels was originally created as a school assignment in which my fellow students and I had 2 weeks to come up with a layout for a CTF level, then create, decorate and optimize it. After those two weeks were over I decided to spend some more time on it. Unfortunately, since I decided to work mainly with BSP and since BSP is is highly unstable I have run into an uncountable number of geometric errors that have delayed the release.
As Slainchild demonstrated with his level, "CTF-UCMP2-Campgrounds", CTF levels can be constructed with similar principles as Deathmatch levels. This CTF level was built with deathmatch gameplay in mind and as such there are many rooms that cross and intersect with each other. More so than your average CTF level I would say. The flag bases were heavily influenced by Hourences' "DM-Rankin", mainly the area holding the shock rifle. The outdoor area was loosely inspired by a Quake 3 level I once saw in a frag movie but unfortunately don't know the name for it. The main idea for this level was to have a good flow. All rooms have multiple exits, minimizing the chances of being cornered. The outdoor area is open but does not lack cover completely. This is where players will have the best chance to intercept the flag carrier as it's easy to spot people from a distance. The most powerful pickups are also available here, forcing teams to battle over them.
I always loved the Nali temples found in the original Unreal back from 1998 and felt that I wanted to try to recreate one as there were plenty of textures present within UT2004 for such a theme. However, there were very few static meshes that matched my vision available, so I decided to make as much use of BSP as possible. This has both allowed me artistic freedom and limited me at the same time since BSP tends to be very unstable at times, as such I was forced to improvise and work my way around certain bugs I encountered. I wanted the temple to look old, abandoned and overgrown, like nature was slowly starting to take over it.
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