CA195


Here is where I will post assignments etc. for my CA195 class:

Unreal Tournament 3 – Elevator Training
Fallout 3 – Tom the Mailman
Neverwinter Nights 2 – Taking it back
Other Assignments

Unreal Tournament 3 -

Elevator Training:

Download – DM-ElevatorTraining (Final)

Trailer:

Silo rooms

These rooms are 2 silo shapes with an elevator in one and stairs in the other.

central room 1

A view of the central room from one of its upper entrances.

Large Side room

A firefight in the large side room (training central).

Central Basement

The basement of the central room facing the 3 floor elevator.

Final Build Notes:

In this build I was able to accomplish the overall goals I was striving for. The final build now has the elevators placed and active throughout the level. There are meshes over the doorways for an added sense of place. Also, some of the weapons and powerups have been moved to aid the balance. I have playtested the level with bots and the architecture keeps players moving. There is one place where someone could “camp,” but I was playing with pretty inept bots. The level is designed in such a way that this sort of strategy would not be viable when playing against humans (or high level bots).

Given more time I would probably play test the level more, especially against humans. I would also change the location of the redeemer and remove the AVRIL and replace it with something more useful in deathmatch. I would also do another pass at the animation and keying of the elevators. Right now they are a bit slow for my taste, and the 3 floor elevator needs to pause on the first floor. Lastly, I would probably do more static mesh passes to breathe a little more life into the level. I wanted to add a few windows to alleviate the claustrophobic atmosphere, with some background meshes, but I used that time for playtesting.

Overall I am satisfied with the final build of this level given the time I had to work on it.

Draft Final Build:

Download – DM-ElevatorTraining (DRAFT)

For the draft build I was able to complete the structure of the level. I also have done a lighting pass and added static meshes for my lights. I have added weapons, ammo, armor, health, etc. around the level for players to pickup as they play. The level has an appropriate number of start points placed in various locations.

During the creation of this level I have been trying to achieve an architectural flow. When complete there should be no single area where the player does not have at least two options on how he/she can proceed. This prevents the player from finding themselves in a dead end, or being forced into one. I have also created places for more sedentary players, but I , hopefully, have left them exposed enough to not be an advantage during combat.

The level still needs another static mesh pass to give it a bit more life. It also needs all the elevators added. I think I finally understand how to create a mover in Kismet, so this should come together quickly. Also, the level needs play-testing to smooth out the location of items, and ensure that the architectural goals have been met. I anticipate that I will be able to complete these tasks by the due date.

Build 2:

My level has the basic geometry laid out. The floor plan and general structure of the level has been completed. There has been a first texturing pass across the level, and I am fairly satisfied with the general look and feel of the level. I did have to make adjustments to ensure every path across the level had 2 exits. The worst thing to have in a deathmatch map is a dead end where the player has only 1 option.

This level is a complete restart from the first build. I still have to add static meshes, place the player spawn points, add elevators, add items and weapons, and make a lighting pass. I anticipate that I will able to complete this level by the due date.

Design Overview:

My level (Elevator Training) is one part of a series of levels. The levels are set in an abandoned private military contractor site. Here is a brief overview of the background for the level set:

Zombie slaves surround the compound you and your clan have holed up in. They are clawing to get in, and its only a matter of time before they do. The only thing you’ve had to eat is brownies and tang for the past 2 weeks. The clan has just found a cache of weapons and your leader was organizing the push outward to fight the zombies. That’s when the mutiny began. Now it’s every man and woman, for themselves. Shoot your way to the top.

Elevator Training Isometric View

Isometric View

Elevator Training Side View

Side View

Elevator Training Floor 1 Part 2

Floor 1 Part 2

Elevator Training Floor 1 Part 1

Floor 1 Part 1

Elevator Training Basement

The basement

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Fallout 3 MOD -

Tom the Mailman:

Download:

Final Build – Tom the Mailman

Trailer:

The cafeteria

Guarding the precious sandwich!

The bathroom!

It's like "Joe's Apartment"... with guns!

Overview:

I created my level using the GECK as an assignment for class.

Story

Vault 24 was created but left unoccupied. The Vault-Tec employees thought it would be funny to send Tom, the mailman, into the vault. They tricked him by sending him a message stating that the overseer would be stepping out for a bit, and he was in charge. Unknown to the pranksters the beginning of events of Fallout were moments away. Tom doesn’t know the apocalypse has happened, and believes that the real overseer could come back at any moment, so he needs to be on his “A” game.

Goal

Traverse the vault to meet Tom to get him a sandwich.

Installation and Running Instructions

To play this level you need a working copy of the PC version of “Fallout 3.”

  1. Open the zip file and extract the AEicheTomTheMailman.esp file into the Fallout data directory (typically “C:\program files\Bethesda Softworks\Fallout3\Data”)
  2. Start the Fallout 3 launcher and select the data option
  3. Check the box for AEicheTomTheMailman.esp (and make sure Fallout3.esm is also checked)
  4. Press ok and Play

There are now 2 ways to access the level.

Teleport method (easiest): From the main menu (or at any time during the game) press the ~ key and type “coc Vault24” without quotes then press enter.

Wasteland Method: Vault 24 is located on the same mountain as Vault 101. If you are facing the door to the Vault 101 entrance you will have to walk to the right. Follow the edge of the mountain and you should come across the door for Vault 24. It is in approximately the location of the tutorial level.

Final Build Notes:

For the final build I have come very close to what I had originally planned for this level. The layout is complete, and all of the large clutter has been placed. A navmesh has been created for the entire level, and finalized. There has been a lighting pass of the level generally creating the appropriate thematic lighting for the individual spaces. Enemies have been placed throughout the level, along with patrol routes, if applicable. There has been a decal and small clutter pass across the entire map, adding some character to the level as a whole. A submenu terminal and a corresponding holotape have been added to give the player some additional back-story. A small cache, consisting of a pistol, ammo, and armor, has been placed at the beginning of the level to ensure the player can progress through the level even if they chose to teleport in from the main menu. The level has been connected to the outside world in approximately the same place as the tutorial level, and the wasteland navmesh has been updated to reflect the necessary changes to the geometry.

The most major thing I did not get to do with this level is extensive play-testing. I was busy trying to get all the content into the level and this negatively affected the amount of time I had to actually run through it. This has created at least 2 bugs that I have noticed. First, the terminal I placed into the world is inactive. This is a shame because I really wanted that to be in the level. Second, the AI gets stuck during their patrols. Again, I did not have time to chase this issue down and fix it. Luckily, this issue will solve itself. If the player engages any of the enemies they will come running to find the player breaking the patrol cycle. It is only a problem for stealth players.

I would have liked to make a few more lighting passes, and create some more versatile object pallets to add to my levels. There are some spaces that feel a bit too barren for my liking. Finally, I had intended to create a quest for the level to make it a more complete Fallout experience.

Compared to the state of the level a week ago the final build is huge step up. The initial build had the basic layout of the first floor complete and a staircase. This build fills out the level with the necessary elements to create a space in the Fallout 3 universe. While it is not near the quality of the original game, it contains many of the features that a player would expect to find when playing through a very small dungeon.

Screenshot for Tom The Mailman end of level build 1

Build 1 Screenshot - First floor hub

Tom The Mailman screenshot 2

Build 1 Screenshot - Office looking at starting hallway

End level map floor 1

Floor 1 Map

Floor 2 for map of the end of Tom the Mailman level

Floor 2 Map

Flowchart for the final part of the level

Flowchart for my part of the mod. (The final encounters leading to the kitchen)

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NWN2 Mod – Taking it back:

Trailer:

Mod Overview

Level 6 – Freedom Field Design

Level 6 Schedule

Final Build:

Download – Freedom Field (Final Build)

Freedom Field - First Encounter

First Encounter

Freedom Field - Approaching the Dragon

Approaching the Dragon

Status:

I finalised the Introduction dialogue with the sage. I have placed quest into the level. Defeating the dragon causes the quest to end and the door to Jasmine and Warren’s house to unlock. I have finished texturing the terrain in the outdoor level, including grass and trees. I created the Jasmine and Warren characters and the decoration for the indoor level. I scripted the end of the game conversation and placed a trigger point to allow this conversation to occur and the game to fade out. Items have been placed in the treasure chests that should be appropriate for the end of the module.

I was unable to figure out how to force the player to play as a specific character. Instead I was able to add my main character as a companion to the player character, using a plug-in that allows conversion from player character to blueprint. There is an unavoidable trigger point at the beginning of the module to fire a conversation where she joins the party. Also, she has an exaggerated lore skill because I did not have the time to figure out how identifying various weapons and items could be worked out.

This is a significant change from the last build. Build one had the minimal texturing, basic terrain layout, enemy placement, a conversation and quest, and the decorated interior of the house. Everything else is new to this build.

There are still a few things that given more time could use work. The module needs extensive testing for balance and bugs. I did not have enough time to hammer this out so it is definitely rough around the edges. I need to change the conversations so they can include a third NPC and can occur between a companion and an NPC. I was very close to figuring this out, but ran into the deadline before I could find the answer. I wanted enemies to use bark strings in context to the meaning of the particular stage, but I did not have time to complete this. There is a bark string in the dragon at the end of the module, but I could not get it to fire.

Build 1:

Download – Freedom Field: Build 1

Outdoor Section of Freedom Field

Level 6 - Freedom Field Exterior

House interior for Freedom Field

Level 6 - Freedom Field Interior

Progress:

The first pass of the geometry is complete. The Terrain mesh is in its nearly complete state. The layout of the level is complete, and barring any issues that come up in play testing will not change. The encounters have been placed, as well as the chests for special items.

The skybox and ambient noise both inside and outside have been completed. The first pass of lighting and furniture of the house is complete, and it will probably not change much beyond its current state. The transition from the field to the house is complete, and tested.

To be completed:

I need to balance the encounters. Currently, they are in the stock configuration making any progress near impossible. I also need to configure a player character to be the protagonist of the mod, including all skills, feats, etc.

There are bugs in the quest and conversation. I have not linked the conversation correctly and therefore it will exit without giving the quest. Also the conversation with the initial NPC must be different after the quest has been given to the player. In addition, I would like to add a cut scene after the dragon is defeated, time permitting.

There are 2 NPCs required in the house, and they also need dialog to correspond with the ending of the mod. The end of the quest, and therefore the mod, needs to be tested, and more scripting needs to be added to prevent the player from entering the house until the dragon is defeated.

The Detailed map of Freedom Field (Level 6)

Level 6 - Freedom Field map

(first draft) Level 6 - Freedom Field map

(first draft) Level 6 - Freedom Field map

Level 6 - Freedom Field flow chart

Level 6 - Freedom Field flow chart

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Class 1 Level Design Exercise:

Jackalope

Assignment 1 High Concept:

http://www.andreweiche.com/attachment.doc
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