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 -1- MYTHOS Derek Manns MAP layouts for all levels a b c d e 1 2 3 4 5 6 7 8 9 10 Campus Life -2- f g H i j MYTHOS 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 -3- 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 -4- 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. Campus Life -5- MYTHOS Derek Manns Game progression flow chart a b c d e 1 2 3 4 5 6 7 8 9 10 Campus Life -6- f g H i j MYTHOS Derek Manns 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 -7- 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 -8- 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 -9- 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 - 10 - 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 - 11 -
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