During my 3D Content Creation class we were tasked with creating a map with the Unreal Editor for Unreal Tournament 3. Fortunately, I have had previous experience making levels for Unreal Tournament ‘99, and Unreal Tournament 2004. I have always loved creating maps with tools like this, as well as StarEdit for Starcraft, and Valve’s Hammer Editor.
I spent quite a bit of time looking through all the meshes and materials that were available to me. The amount of resources available along with the editor is amazing. I found great cave resources, as well as a bunch of ice materials.
Yeah, I decided to make an Ice Cave. To learn more about the gametypes within Unreal Tournament 3, I decided to make it a Capture the Flag map. The only problem I came across was collisions. Many of the meshes I used didn’t have good collision bounds when it comes to walking across them, or jumping over them. As a substitute for a few of these special cases, I turned off collisions for the object entirely, and I created my own custom collision bounds. It worked very well, but I didn’t have enough time to make it perfect. That was acceptable for the class, mainly because we only had a few days to learn the editor and get a decent map submitted.
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Check out my map and leave me comments!
Ice Cavern
Megaman? Where did that come from? Another assignment we had to complete in our 3D content creation class was creating a character, Megaman, in Maya. I was planning on using the pivot structure I used in Megaman to make it look like he was running, and then importing him into the Unreal Editor. After that I would have put him in a static mesh of a crystal or something, just so he could make a cameo in my level
Who knows, I might have time to go back and add this in for fun.


