Layout Process

The layout process for the Deus Ex maps went through several iterations mainly because there was so much the game allowed you to add. In the end I kept the scope of my building to two new UNATCO Headquarters. Both focus on different aspects of the game. For one I wanted to add new classes of NPCs, a new player character as well as some new textures. For the other I focused on what I could accomplish with editing brush vertices and what I could come up with using UnrealEd’s 2D editor.

Each map features new dialog, numerous movers and use of all of the games specific triggers. I knew for each I wanted to make more complicated elevators to get away from the normal plain box ones that most of the games at that time used. So in one I used the 2D editor tool to make a more interesting shape and for the other I used a cylinder with doors that opened in a circle rather than side to side.

Finally I wanted the bases to seem much more high tech than the normal HQ featured in the original game so I added things like lit map tables, a situation room, computer ops and so on.

Building Process

Most of the time it took to build both maps dealt with creating new brushes. I would make a brush either from the 2D editor or by using the subtraction/intersection method. For the doors I mostly used movers. To control the elevators over multiple floors I used a combination of flag, sequence and dispatcher triggers. I used multiple floors to help with zoning.

To make more interesting hall ways and rooms I would edit a brushes’ vertices to give ceilings a slight angle rather than just have them be a box. After the brush work I started to place decorations/static meshes and adding furniture type movers such as workable lockers.

Finally I used many of the unique NPC properties such as having them sit down and wander an area. I also set pathnodes such that NPCs could patrol an area.

Lighting Process

With the limited lighting options in this version of the Unreal engine setting this up was fairly straight forward. I used many colored lights for things like computer monitors and medical rooms and I relied much more on zone lighting than I have done in maps since.

Final Steps

In the final stages I added sound. After this I filled in the features that required text entry such as conversations, news kiosks, data pads and opening mission text. Because of all the –extras- you could play around with in Deus Ex maps I found myself editing and tweaking the maps for a fairly long time. That had more to do with enjoying all of its features rather than build times.

Deus Ex supported a ton of mapping features for its time that I wish were included in editable maps today.