![](http://philriley.info/wp-content/uploads/2012/01/DM17_Title_Shot.jpg)
Game: |
Unreal Tournament 3 |
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Engine: |
Unreal |
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Production Time: |
120 hours |
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Play Time: |
Deathmatch |
Overview
DM-17, in the picture below, is a classic Quake III level that encourages fast play, quick action, and also provides a advantageous sniper platform. Redone in Unreal Tournament 3, this level pays homage to the original, with a few new twists.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_Original.jpg)
The revamped level features obvious visual changes, and a new level layout. Set in an underground cavern, the new DM-17 is an industrial platform suspended from the ceiling over an active body of lava. The third level is expanded toward the sniper platform, and features a second set of jump pads for quick travel from one side to the other.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_2.jpg)
The new sniper platform features two levels with an elevator providing access to both the sniper rifle and the jump pads back to the main structure.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_1.jpg)
The UDamage appears on the highest central platform, like the original Quad damage, but with a twist. The bulk of the main platform’s lowest floor is actually two massive doors that swing open after the UDamage is collected.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_4.jpg)
The above montage shows the trapdoors and UDamage interaction. Before the UDamage spawns, the lights on the jump pads start a pleasant green. The second image shows the jump pads when the UDamage is available. The lights change to a warning yellow, and red lights spin on the mid-air jump pads.
Once the UDamage is collected, the lights turn to red. The bottom two images show the gravitational vortex that traps players mid-air. Lastly, the doors open, catapulting players into the lava below.
Technical Aspect
One of the goals of DM-17 is recapturing the fast-paced combat of the original. Maintaining a simple, clean design that circles players around the main platform keeps this pace intact.
Additionally, the sniper platform provides a similar vantage point as the original level. Including a sniper warning when players acquire the sniper rifle increases the excitement of the level.
Artistic Aspect
The re-imagining of DM-17 updates the visual quality of the level, and turns it from a bunch of platforms floating in a pitch black space into a more believable setting. The warm glow of the lava below, the distorting heat shimmers, and the deafening air horn warning when the UDamage spawns all serve to create a memorable experience.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_3.jpg)
Scripting Explained
DM-17 required scripting for the sniper platform. Acquiring the sniper rifle broadcasts a warning to the entire arena, and reports the name of the player on the platform. This is controlled through the Kismet below.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_Kismet_Sniper.jpg)
When the UDamage is collected, the large trapdoor opens, dumping players into the lava below. Prior to the door opening, a vortex captures and suspends players above the door, preventing their escape. This is controlled through a trigger volume, object list, and some set physics nodes. This Kismet is called with the trapdoor sequence.
![Click an image to view the uncompressed version](http://philriley.info/wp-content/uploads/2012/01/DM17_Kismet_GravControl.jpg)
Download DM-17 Documentation
Level Design Document |
Download DM-17
![](http://philriley.info/wp-content/uploads/2012/01/download_icon.png)