Christian Murphy
Welcome to my blog!
I am a software engineer/tools developer/game developer in cold and rainy Manchester, UK.
I will post my latest projects and occasional products of hackathons here.

DM-DeathFan was and still is one of my favourite Unreal Tournament maps, dating back to 1999 when it was created by Elliot 'Myscha' Cannon for Unreal.

When considering how I could contribute to the new Unreal Tournament, reimagining a classic map like DM-DeathFan was definitely my first thought.


As you can see from the above video, DM-DeathFan is a tight deathmatch map, where there is not much room to dodge and less room for mistakes.
The map consists of a large tunnel rising from a pit of slime with a spinning fan at the bottom, the players fight suspended over the deadly fan on two layers of platforms.

As this was my first experience working on Unreal Tournament's editor, I spent a day getting familiar with BSP, and blocking out the basic shapes of the level. Following that, I created the centrepiece of the map, the death fan as seen in the gif above, and the large columns that hold up the octagonal platforms.



Considering the lighting from the skylight, and the semi-transparent platforms in the middle of the level, I focused the design of the lighting to the extremities of the level, allowing light to bleed around corners and platforms just enough for players to navigate, but mostly I wanted to keep the green glow from the slime seen in the original level.

Creating the top platform, wanted the flow of the level to lead players down towards the UDamage, so the holes get larger towards the bottom of the level similar to the original, guiding the player, and the platforms are transparent so that players can always see the state of the UDamage.





Jump-pads replace elevators in the original, allowing for faster-paced gameplay in such a small environment, the top now features 2 weapon placements of a shock rifle and a sniper rifle for players who find their way onto the support beams

Now that the level is in a playable state, I'm currently iterating on the design before going back over the basic shapes to make pretty static mesh replacements for the BSP brushes. I've learnt a lot about Unreal Engine 4's editor, and blueprint systems.
Here's a quick video of some terrible gameplay from me getting out-manouvred by bots on my map.
I'm looking forward to getting feedback on the level and applying it to the overall design. :)

Christian Murphy June 26, 2017