Trailer
Level Features
Misty Temple is a
deathmatch map that allows players to release or enslave a dragon by controlling 4 orbs.
This level features:
This level features:
- Redesign of Quake III DM17 map
- Optimized for 8 to 12 players
- Destroying orbs teleports player to a secret tunnel to get powerup items. The portal at the end of tunnel teleports the player to the edge of a mountain and boosts the player to jump through clouds then back to the temple.
- Destroy 4 orbs to free the dragon. The dragon shoots multiple lightning balls to kill other players in return.
- Use the secondary fire of link gun to seal orbs
- Built with UT3 assets. No custom meshes or materials.
Development Info
Design Details
When a player shoots at the orb, the orb explodes and teleports the person who shot at it to the secret room. A yellow message is broadcasted to all players to warn them that someone is getting a powerup in the secret room.
In fact, the orb is a particle effect and has no collision with it. I put an invisible mesh around the orb so players can physically shoot it. The system warns all players when someone destroys an orb. To obtain a player's name through kismet, I used two consecutive Get Property kismet. First, the
PlayerReplicationInfo node gets the current instigator, then the Get Property
node obtains the instigator’s name.
Players can only use the secondary fire of the linkgun to seal an orb. This requires the Take Damage Event to only accept the specific damage type to get the mechanic to work.
Players can only use the secondary fire of the linkgun to seal an orb. This requires the Take Damage Event to only accept the specific damage type to get the mechanic to work.
To guarantee the
player gets a pickup item when he enters the secret room, I used the Give Inventory kismet node instead of a regular pickup because it is hard to force spawn a pickup item if someone enters the same room in a short period. For balance reasons, players cannot extend a powerup's duration. The system warns players when they try to extend the duration.
The dragon shouts at all players to teach them how orbs work in the level.
If no player attacks the orb, the dragon will shouts after a given time period. There is a timer for the dragon's speech. Once someone releases or seals an orb, the timer will be reset.
To simulate stormy
weather, I switched the material of the skydome to add lighting. I also toggled a DirectionalLight-Toggleable actor when the lightning flashes. A random interval between lightnings helps create a nature environment.