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. |