I thought it was about time to show a project I was working on for a university project I completed last month. As the title suggests I have done a remake of the Gael multiplayer map from Unreal Tournament 2004 but adding my own twist to the level by giving it my own look and feel.
The reason I chose the Gael map was due to its simplicity in design while still carrying a lot of room for enhancement concerning the texturing and lighting. My goal was not to redesign the map; it was for me to learn more and improve my understanding of a workflow to create a nice looking map and the design theory behind the map. Alongside the creation of the map I carried out analytical research into the study of level design as additional content for my studies.
All the modelling was done in Autodesk Maya 2012 and the textures were achieved in Adobe Photoshop CS5 with the use of a Wacom Cintiq.
The whole map was made in a modular system which meant that placing geometry was made easy, especially for floor and wall tile placement. It also allowed me to keep the design of the map down to a tee so if split down the center, the map is completely symmetrical.
The jump pads (credit to CryDev user P5ym0n) replace the lifts seen in the Unreal version of the level and they work just as well for getting the player up to the next level.
The texture maps for the floor tiles were inspired from previously made assets in the Unreal Tournament games so I didn’t stray too far from their designs but I made sure that I added my own touch to them with the normal maps which effectively changed how the diffuse maps looked. I wanted a clean, grunge-free look to the level and games like the recent Nexuiz helped me achieve the look, using it as reference when it came to details like painting the diffuse maps and applying the environment maps.
The process of my floor tiles was down to me working with Quixels nDo2 which I discovered at the stage of the project where I needed to start texturing the floor tiles. Instead of the high to low poly method I decided to test this new process so the main floor tile you see on the ground floor in the level is the first example of me working in nDo2. I can definitely see me using this in the future as it is a very effective way of generating very nice looking normal maps.
As seen above I managed to have a ceiling and floor texture map implemented into one file which was down to optimization for the level but meant that I would not have any issues when it came to lining up the floor and ceiling tiles with each other because they were one piece essentially.
As this is my first major project in the CryEngine I feel like I can push my skills and knowledge further which is why I will not totally move on from this map as for me there is so much more I can add to the level. As I have already begun on a new project involving CryEngine 3, the level is what it is for now but I would love to come back to it in the future and make it available as a download for the community to play around with as a multiplayer map or as something other game enthusiasts can enjoy.
Last edited by Ezekiel on 30.01.2013, 03:21, edited 13 times in total.
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