UT4: CTF Atmos

The idea of Atmos came from playing maps like Phobos, Face and Deimos, I loved the idea of battling it out on arenas floating in space, It’s not only visually amazing but can create some interesting gameplay mechanics such as gravity shifting.
Now Atmos is designed as a homage to the maps I mentioned, by creating a new map with unique features of it’s own but also borrowing ideas and concepts.

Map at a glance [SUBJECT TO ITERATION]

Name: CTF/TDM-Atmos
Themes: Industrial, atmospheric
Requirements: Must stay true to the inspirations of Phobos, Face & Deimos while offering a fresh visual style but in keeping with Unreal.
Purpose: Create an orbiting launch platform which has a high level of quality across all aspects: gameplay, visuals & sound.

Role
Level Designer
For
Personal
Type
Playable Level
URL
forums.unrealtournament.com/showthread.php?11684-CTF-TDM-Atmos

Initial design notes.

Initial design notes.

Initial design notes.

Basic paint drawing overview.

Basic paint drawing of height variation.

Inspiration piece.

Credits: Nicolas “Sparth” Bouvier

Draft connecting walkway between red and blues main buildings

Draft flag base

Draft main building

Draft multi routes to jump pad.

Iterated top-down layout, new walkways added around the lower perimeter.

Shot of the newly added lower perimeter walkway.

More iteration, this time expanding the flag bases and increasing walkway size.

Iterated Blue base.

Iterated main blue building.

Shot of choke line and upper route to higher mid line.

Main connecting walkway.

Increased path sizes to jump pad.

Increased path sizes on outer perimeter walkway

Iterated overshot

Iterated overshot

Addition of connecting room between flag base and jump pad.

Added architecture to main connecting walkway.

More architecture added to upper mid hut and upper routes.

Overshot of added architecture.

Overshot of added architecture.

Architecture refinement.

Replace jump pads with towers with lifts in the centre, carrying on with architectural theme.

Material addition and lighting along with further architectural refinement.

Material addition and lighting along with further architectural refinement.

Material addition and lighting along with further architectural refinement.

Material addition and lighting along with further architectural refinement.

Material addition and lighting along with further architectural refinement.

Base now sits on a asteroid, added terrain and made further adjustments to brushes.

More structural pieces added.

Base now has a lower floor, this shot is below the main red building.

Shot of building connecting tower to red flag base.

Over shot of upper mid from upper main blue building.

More lighting enhancement and texture refinement.

Lighting enhancement and texture refinement, actual light models along with weapon/armour spawns on main connecting walkway.

Shot from tower overlooking access to upper, choke and lower.

Shot from blue flag position.

Shot from outer perimeter walkway.

Initial Static Mesh Placement

Initial Static Mesh Placement