Sands
An indepth look at the level.
Concept
Creating an asymmetrical map with symmetrical gameplay.
Using the Petronas Towers in Dubai as the setting.
Creating a map that serves as both a deathmatch and a capture the flag level.
Having a Mission Impossible: Ghost Proticol sandstorm.
Making a map large enough to use all of the vehicles in Unreal Tournament, but also have vehicle restricted areas for traditional deathmatch play.
Balancing between heavy and light, and counter balancing each with either weapons or vehicles.
![]() CTF_MayaRough2.jpg | ![]() CTF_map1.jpg |
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![]() CTF_map2.jpg | ![]() CTF_Design.jpg |
![]() CTF_MayaCleanedUp2.jpg | ![]() CTF_MayaCleanedUp1.jpg |
![]() CTF_MayaRough1.jpg | ![]() Sands_Desc.jpg |
Mechanics
Constant player movement using long branching jump-pads, vehicle elevators, moving cranes and chutes.
Making player centric lanes of movement that constantly flow into one another .
![]() Sands1.jpg | ![]() Sands6.jpg |
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![]() Sands8.jpg | ![]() Sands13.jpg |
![]() Sands5.jpg | ![]() Sands24.jpg |
![]() Sands4.jpg | ![]() Sands12.jpg |
![]() Sands20.jpg | ![]() Sands21.jpg |
![]() Sands2.jpg |
Art
Using the two team colors I blended them together with the use of light and saturation to help indicate where the player is on the map in 3D space.
I used the desaturation of the sandstorm to help disorrent the players position as they moved during the event.
![]() Sands18.jpg | ![]() Sands15.jpg |
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![]() Sands10.jpg | ![]() Sands11.jpg |
![]() Sands20.jpg | ![]() Sands3.jpg |
![]() Sands5.jpg | ![]() Sands14.jpg |


























