Reactor Room Revisit

In the Fall of 2008 I created a map called Reactor Room for UT3. The story behind this map is that it is an engine room for a space station. It is a symmetrical octagonal shaped map with a maze-like feel. There is a big center room where the reactor is, 8 sets of monitoring station rooms on the first floor, a hallway in the shape of a ring around the entire map and other hallways that come off each of the 8 sides. Those hallways lead you to the second level platform and to a ramp that will bring you down to the monitoring stations on the first level. From play testing I found that the map was too big to get around just by walking, so I added some teleporters that bring you to the outer hallways where the key weapons are and back to the center room where most of the killing occurs. To give players some incentive for exploring the hallways I added power-ups and health. Other changes I made was I upped the vertex for nearly all the meshes which allowed them to be lit at a higher quality. I changed the platform and the center room’s walls were re-textured and I played around with the lighting as well. I made the lights blue tinted to match the emissive color of the textures. I dropped the brightness of the lights, giving it a more dramatic look. I am in the process of making computer terminals for the rooms on the first level and for the hallways I am creating elevator doors. Also for the hallways I am creating tiles for the floors and a shape for the walls. They have to be separate meshes because the way the hallways are UVed makes it impossible to put a repeating pattern on them and make it look good. Here are some screens for what I have so far (sorry for the low quality, Fraps compressed them too much):

~ by jakeposluszny on April 29, 2009.

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