Table of Contents

MYTHOS
Derek Manns
Table of Contents
MAP layouts for all levels
------------------------- 2
Preliminary Level Design
------------------------- 3-5
Game progression flow chart
------------------------- 6
Naming convention of map elements
------------------------- 7
List of elements on map
------------------------- 8
Explanation of the map elements
------------------------- 9-10
Assets needed for map
------------------------- 11
Music/sound effects
------------------------- 11
Cut scenes/in game dialog
------------------------- 11
Campus Life
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MYTHOS
Derek Manns
MAP layouts for all levels
a
b
c
d
e
1
2
3
4
5
6
7
8
9
10
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Derek Manns
Preliminary Level Design
Game Level
Based on a University campus, “Campus Life” takes advantage of the open parking lots and
the architectural precision of the buildings built. Built on a grid, this campus makes it easy for
internal and external maintenance. The 4 buildings setup has an underground parking structure that
is integrated into building 2 of the campus. The 4 buildings are of different heights and widths to
cater to the specific services provided. In this Deathmatch arena, players will be spawned in
random locations throughout the map.
Chronology
The level will be random in game play but specific in its flow (chronology). Players will be
able to enter all structures above and below ground picking up the necessary weapons, ammo,
health, and special abilities.
Although the level is specific to this game style, this map can take advantage of every
weapon made for the Unreal Tournament 2004 Arena.
Focus
The focus in the level will be to kill and dominate the enemy in order to rack up points
(kills) and win the match.
Power ups
Pickups and/or abilities needed and acquired are based on player’s skill. Because the team
that holds onto the most powers and racks up the most kills in a combination wins the match.
Campus Life
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MYTHOS
Derek Manns
Level objectives
special designs
N/A
Look and feel of each of the level:
The look of the level is based on Greek mythology and architecture. With a futuristic feel,
the basis of the map will be as though Greek rule never fell. So pillars, A-framed roofs, and white
marble will be the overall style placed in the architecture.
The level will be bright, vibrant and beautiful. The emotion of the level: Lovely
The pace of the level will be fast and exciting. The lighting will be bright and lively. I wish the
player to come out of this level with feeling that games can still immerse you into a world of fantasy
and excitement that will bring you back time and time again.
Brief game play walkthrough
Game Level
Based on a University campus, “Campus Life” takes advantage of the open parking lots and
the architectural precision of the buildings built. Built on a grid, this campus makes it easy for
internal and external maintenance. The 4 buildings setup has an underground parking structure that
is integrated into building 2 of the campus. The 4 buildings are of different heights and widths to
cater to the specific services provided. In this Deathmatch arena, players will be spawned in
random locations throughout the map.
Chronology
The level will be random in game play but specific in its flow (chronology). Players will be
able to enter all structures above and below ground picking up the necessary weapons, ammo,
health, and special abilities.
Although the level is specific to this game style, this map can take advantage of every
weapon made for the Unreal Tournament 2004 Arena.
Focus
The focus in the level will be to kill and dominate the enemy in order to rack up points
(kills) and win the match.
Campus Life
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MYTHOS
Derek Manns
Power ups
Pickups and/or abilities needed and acquired are based on player’s skill. Because the team
that holds onto the most powers and racks up the most kills in a combination wins the match.
Strategy
Since the map is built for internal and external, the player should fight in the area that they
fight best in.
A player should not fight in an area they do not excel in. Instead get back up from an
experienced player in this realm.
The level is a medium in difficulty, which gives most players the opportunity win the
match.
A player will be taught to use weapons in the arena they are best suited for. A player must
master the player control of the Unreal tournament 2004 character in First Person Shooter view.
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MYTHOS
Derek Manns
Game progression flow chart
a
b
c
d
e
1
2
3
4
5
6
7
8
9
10
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Naming convention of map elements
Object file
Pick_up_health
Sound file
Pick_up_health_sound
Pick_up_ammo
Pick_up_ammo_sound
Pick_up_god_power
Pick_up_rune
Pick_up_god_power_sound
Pick_up_rune_sound
Facility_rug
Facility_door
Facility_wall_inside
Facility_wall_outside
Facility_ceiling
Facility_window
Facility_roof
Outside_ground
Outside_tree
Outside_water
Outside_grass
Outside_mountian
Facility_rug_sound
Facility_door_sound
Facility_wall_inside_sound
Facility_wall_outside_sound
Facility_ceiling_sound
Facility_window_sound
Facility_roof_sound
Outside_ground_sound
Outside_tree_sound
Outside_water_sound
Outside_grass_sound
Outside_mountian_sound
Amphitheatre_seats
Amphitheatre_stage
Amphitheatre_seats_sound
Amphitheatre_stage_sound
Campus Life
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MYTHOS
Derek Manns
List of elements on map
1d
1d
Alley way
Alley way
Health pick-up
Speed Rune
2b
2e
Platform building
ammo
Amphitheatre 1 Tunnel Team Health regeneration Rune
3b
3d
3e
Tower 1
Amphitheatre1 stage
Amphitheatre1 stage
Vile pickups
God Weapon
Health pickup
4a
4b
4c
4d
4e
Street Level Building
Street Level
Platform Building
Under the Bridge
Street Level
God Weapon
ammo
Teleport
God Weapon
Health Pickup
5b
5e
5f
Amphitheatre 2 stage
Tower 2
Building Street Level
God Weapon
Small health pickups
Team increase damage pickups
6b
6e
Amphitheatre 2
Building Street Level
ammo
Teleport
7d
Alley way
ammo
Campus Life
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MYTHOS
Derek Manns
Explanation of the map elements
The Urban Campus is a University set in the middle of a city. The flow of the map is figure eight
(8) to four (4) leaf clover to circle and back inward. The map has a number of possible flow
methods. The map does not have to be played in any particular order to be successful.
Here is a graphical representation of the flow:
1d
Alley way
Health pick-up
On the street Level in 1 of 2 allies, you will be able to pickup Health
1d
Alley way
Speed Rune
On the street Level in 1 of 2 allies, you will be able to pickup the gift of Speed from the Gods
2b
Platform building
ammo
There will be a random ammunition pick up for your characters personal weapon
2e
Amphitheatre 1 Tunnel Team Health regeneration Rune
In the Amphitheatre 1 tunnel will be able gain Team Health regeneration pickup gift from the Gods
allowing your entire team to regenerate health.
3b
Tower1
Adrenaline Vile pickups
Once you have traveled up the lift in Tower 1 you will be able to pickup small Adrenaline viles.
3d
Amphitheatre1 stage
God Weapon
On the Amphitheatre 1 stage will be able gain a God weapon.
3e
Amphitheatre1 stage
Health pickup
On the Amphitheatre 1 will be able gain Health.
4a
Street Level Building God Weapon
On the street leveling a building as a secret you will be able to access a God weapon
4b
Street Level
ammo
There will be a random ammunition pick up for your characters personal weapon
4c
Platform Building
Teleport
In one of the building on the platform you will be able to teleport to another building on the street
level which will lead you to another God weapon.
Campus Life
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MYTHOS
Derek Manns
4d
Under the Bridge
God Weapon
Once under the bridge that gives you access to the platforms you will access a God Weapon
4e
Street Level
Health Pickup
On the street level you will be able to gain health
5b
Amphitheatre 2 stage God Weapon
On the Amphitheatre 2 stage will be able gain a God weapon.
5e
Tower2
Small health pickups
Once you have traveled up the lift in Tower 2 you will be able to pickup small health viles.
5f
Building Street Level Team Damage pickups
On the street level a Team Damage pickup gift from the Gods allowing your entire team to inflict
more than normal damage upon the enemy.
6b
Amphitheatre 2
ammo
There will be a random ammunition pick up for your characters personal weapon
6e
Building Street Level Teleport
This is the exiting teleport that will lead the player to a God weapon. But you cannot return
through the teleport from which you came.
7d
Alley way
ammo
There will be a random ammunition pick up for your characters personal weapon
Campus Life
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MYTHOS
Derek Manns
Assets needed for map
Static meshes (15)
1500 count maximum
Small Door = 128 high 84 wide
Handrails = 64 high
Small Arch = 256 high
Large Arch = 384 high
Grand Archway = 512 high
Ceiling = 256 high
Environment textures
TBD
Shaders
TBD
Scripts
TBD
Partial Emitters
TBD
Bot Pathing
Path through the map
Music/sound effects
In-game Sound FX:
Item and Object FX:
Environmental sounds and location:
In-game sound
item and object sound
Environmental sound, a location
Cut scenes/in game dialog
A cut scene
Some dialog
Campus Life
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