Outpost 23 which has a future sci-fi mining setting to it.
Outpost 23 and Shipment
Very early block out of a old area
Trying different layouts
This was one of the first time where I started blocking without a layout in mind, I had been inspired by other maps had an idea of it being simple and small but that was it.
Most of the first blockouts included a long hallway which transformed into a small bridge in the middle of the map but it took to much space and was just in the way and the player was moving around it most of the time.
After a few tries I created a platform with 3 floors that didn't have any walls on the sides so that the players could fall of and die this added a challenge to the map. I tested it out with bots and it was quite fun. I placed some of the bigger props on the level, packaged the level and posted it on some forums and sent it to some friends for feedback.
At first I centered the map in the middle of an ocean with mountains and rock surrounding it, this looked great but the reflection from the sun made the fog look weird on the water. I tried different water textures but none of them fit the surroundings. Eventually I removed the water under the level and made the fog thicker and had hints of water being a big part of the enviorment by having waterfalls and small lakes back in the distance.
I often fall into the problem of mirroring maps, while this makes the map balanced it also makes the map boring and can easily confuse the players. At first I tried to color code the walls and floor with decals but it didn't look good so I redesigned the areas to instead of having a ramps you could take a elevators or jump on to rails to the second floor.
The main idea was still there but remade to look and play more interesting since it now has more way's up instead of just one ramp.
Old ramp to the second floor
New ramp with an elevator and more fog
An early version of the map
Areas have two ways to one location like here where you can slide under the pipe
Using the elevator to boost up can give you access to either more health
Red lights indicates that there is an elevator
I experimented with different blockouts styles for the map while also gathering reference pictures, drawing layout and posting it to forums to get feedback. I spent more time posting pictures and download links for the map on the official Unreal Tournament forum and Mapcore forum this was time consuming but also a great source for feedback.
Overall Im happy with the map on both a design and artistic perspective. I had players testing it on UT servers, we had a blast playing it and hopefully I'll do more UT maps in the future.