Heres a good guide for adding pickups and playerstarts which i followed.
http://www.worldofleveldesign.com/categories/udk/udk-how-to-add-player-start-weapons-items-pathnodes-vehicles-jumppads.php
Also a few guidlines to follow when thinking about placing weapon pickups.
http://forgedesign.wikia.com/wiki/Weapon_Placement
Although, for Halo, it still details the same chocies available in Unreal.
The following list details the various pickups available in this version of the UDK editor.
http://liandri.beyondunreal.com/Unreal_Tournament_3#Pickups
Weapons
Link Gun
Rocket Launcher
Shock Rifle
There are 3 weapons available by default. They each represent a key type of combat. The Link Gun is the default weapon available from the start, so a pickup point wont be nesecsary, the Shock Rifle is a useful weapon from range, so should be placed in high places such as the vantage points. The final weapon is the Rocket Launcher. This causes severe damage and should be only available at one location, ideally at equal oppurtunity to both teams and in the open where there is a measure of risk versus reward. As the forgedesign.com article mentions, it is not always beneficial to place weapons in obvious places.
Ammo
Link Gun
Rocket Launcher
Shock Rifle
As you start with the Link Gun, it is important to keep the player stocked up on ammo by placing plenty of ammo around the level for them. Rocket Launcher ammo runs out quickly, but ammo should not be easily obtainable. The Shock Rifle is really only going to be of use to players who are stationed up high, in close combat they are less effective, hence the ammo should be placed up on the balconys.
Health
Health Pack + 25 Health upto 100
Health Vial +5 Health upto 199
Super Health +100 Health upto 199
Health is vital for prolonging battles, players always feel safer if they know where to fall back on to get more health. It makes sense to make this place the bases. Health vials were placed in the bases, with the more powerful Packs and Super Healths out in the open level.
Armor
Base Armor +50 Armor
Thighpad +30 Armor
Sheild Belt +100 Armor.
The armour pickups follow a similar idea, with the Thighpads available in the bases and the more powerfull Base Armor out in the open. However Sheild Belts are way to powerful for this size of map. As there are no vehicles and given the tight fast-paced combat, Sheild Belts would carry too much of an advantage.
Items
Beserk
Jump Boots
Ultra Damage
As with the Sheild Belts, these pickups are too much of an advantage and wont feature on the map. The massive boost you get from these, outweigh the price you would have to play on this small map designed for close-quarters gameplay.
The images below detail locations of where pickups/weapons/spawns and bases.
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The lower base is well stocked in helath vials and armour. Also there are two large Armor pickups behind the steps |
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Shock rifles on the balconys, and a rocket launcher in the center of the map. |
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