First i have to say i’m quite excited by project, being a big fan of UT since 99.
I’ve been mapping since then on unreal engine.
Here’s someone from prounreal.org that built a quick remake of DM-Deck with a swimming pool theme
Thread here :
http://www.prounreal.org/forums/viewtopic.php?t=82108
You can maybe get in touch with him.
Some points i’d like to rise that i think are important.
On the visual side, please keep it clean and bright, get something simple yet nice to see as it’s really time consuming to do art, it’s an arena game, not a tech demo, gameplay should be number 1 focus.
On the mapping side, i think the base maps should be easy for the eyes, with not overloads of details, which is one of the points where UT3 failed at realease. Don’t do the same, keep the maps clean, colored, easy to figure out what is what, and focus on the gameplay 10 times more than on visuals, please. On UT3 some of the most played maps are made entirely of bsp, and they work because they are clean, smooth, and have rock solid gameplay. There should never be a doubt about what is usable for movement and what will collide with weapons/players. Nothing should hinder movement in any way.
The first available maps will be decisive i think, so don’t just remake bad map just for the sake of it’s in UT since Pre-Cambrian era. The theory of map flow has evolved a lot since years. Don’t fail the same way UT3 failed on point. Remakes should be done but shouldn’t divert time from really solid rock gameplay ones, they should be a bonus to interest old players in the game.
Depending on how the game flows i could help on the mapping side but i have big flaws : I’m bad at making custom assets so i prefer to map with BSP-only, to keep things focused on gameplay. Give me great materials i do cool stuff.
A big issue i see on the UE4 for me, and that i’m sure will stop lots of people to mod for the game is that i’m far from ready to pay 20 bucks a month to do maps. Given the time to build a good map with good enough visuals and great gameplay is around 10-12 weeks for me it would take 60 bucks from me to make a map that have the potential to be fun to play for everybody, quite chilling. There’s no way around though apart from fragmenting the work. I do bsp and give a direction for materials for the maps then someone make the materials and i finish the map, 2 map at once. The issue with the time it takes to properly play-test the map cannot be fixed anyway, so multiple map at once would be the solution for me.
Another thing, please write somewhere clearly what you intend to do with the project with a faq of sorts, which UT generation you use for a base, art direction, and stuff like that, while searching on the sourceforge thing, i didn’t get a precise idea on what is going and everything feels quite rushed. I strongly advise against doing that as i’m pretty sure there will be only on try, if the project fail …
Please take your time, it’s not a race.
Please put somewhere logs of importants things that were discussed on voice with pros and cons.
What’s the point of the project ? Remake of UT ? What’s the focus ?
In my opinion it shouldn’t be just a remake for the sake of having a new UT with a new engine. It should try to gather people around it. If there’s no community, there’s no game.
Another thing : Open tournament feels like an awful name to me, it’s not opensourced at all in the traditional sense and feels a lot like a rushed name. The project needs a good name to get people invested as it’s the first thing they hear from it. I would suggest something based on eSports (if it’s what you are headed to get the game to take off in the current state of competitive gaming), maybe League Arena or something with arena and/or an eSports/tournament feel (League arena is already taken by the way). I’m bad at names so i can’t help but i insist on the importance of the project name, it’s worth the time debating it once the direction of the project is decided.
Thanks for stopping by.
Also gameplay.