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idp evaluation

​I started by making a larger semi open map project and I then Realised the time limit I switched paths to a smaller project and map.

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I turned to Making a Replica of Call of Duty Black Ops Cold War’s Nuketown 84 with plans to modify the layout and aesthetic appearance with the modifications.

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The smaller project has turned out well because there are less objects that could go wrong without spending a large amount of time trying to track down the problem.

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Industry Studio Project

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My main focus was to replicate the play experience from Call of Duty in the 

 

Nuketown map but with a small twist of aesthetics and the size of the map. My intention was to make the current map found in the main game and mirror it over to add a playable area but then change the lighting in that area to give it a different dimensional aesthetic.

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I started by making the London map project which was my starting point of the project which would put the Player in 1960s London vs the Kray Twins, but I ran into an issue with the map being too large to make a decent and quick game. I made a basic version of Piccadilly Circus to Buckingham Palace. This would have made a spectacular PvE map but as it is on a semi open world size it would have been too much work to make it look pretty and implement the AI code.

 

After seeing the negative sides of the large map, I got inspired by Playing Call of Duty Black Ops Cold War’s Version of the Nuketown map which looks like the Black Ops 1 version of the map but suited for the 1980 Cold War.

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I decided to make the switch because I heard that the Nuketown map is the Smallest PvP map in the history of the Call of Duty Black Ops Series which gave me an idea to make and modify the Cold War style of the map.

I like the play space of the current map, but I wanted to replicate it and add a twist by doubling the play area next door to what already exists.

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Then I started by making the Green House on the Map then I worked on implementing the weapon system that I made earlier in the overall project.

I also implemented a future development in the form of a Scoreboard which at the moment has one function and that is to hit the Tab Key to pull up the scoreboard.

 

Then I started filling in the map with the Yellow House and other little things to fill in the spaces like in the main game but in a very simple form for a later project to then flesh out the simple models for more detailed ones.

 

I tried implementing a Character model from Call of Duty Cold War that I found online but the original skeleton that the model came with was not out of the box ready to be used.

 

I found this out by dropping it in UE4 and assigning an animation to it and it disfigured the model, so I went back to Blender to work on trying to streamline the skeleton and weight paints, so it was not confused but the weight painting took too much time to be a feasible endeavour, so I went on to use the premade animations in the asset pack from UE4 to continue my game work.

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I made the houses and other custom geometry in Blender as I have a faster workflow in that program. I started by loading a Single person map of Nuketown to then find the height of a door frame to dictate the size in UE4 then I used a Sniper Rifle in game with a scope with a distance meter in Metres so I could then plot out the walls for the houses and then repeat for any other supporting parts of the buildings.

 

Workflow and techniques.

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I Learned that flipping back and forth from a Game to gather Measurements to then build a House is a rather simple process but time consuming due to how it is done. Even though my technique is effective, I did have to take breaks from time to time to rest my eyes from the switching back and forth of both programs.

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I went for a process that is a little different from a standard approach. I went in order to make a model Test it and then move to a functionality system and then back to modelling to keep things fresh and moving in the right direction.

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I started by making a scale marker to then modelling a basic house in UE4 using just cubes to then modelling a basic form in Blender using my program switching method to then getting a sprinting system working then i went to making a scoreboard Graphically then implementing it once made then i went about implementing my weapon system that i made earlier then back to modelling to complete the map to then making a health system.

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I think my slightly random approach worked for me but for someone else it might not work as it can become confusing but the way I went about doing this worked well enough to get my project to a satisfactory level of completion on a larger project scale.

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I learned that trying to make a large map is too time consuming to do by myself and that it took too long to just make a white box version. But with my switch to a smaller well documented map was a smarter decision instead of working harder  than necessary.

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Conclusion

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In Conclusion I did not make a fully functional Game, but I do intend on continuing this project in my second year as I will have a longer time to work on it and make a better game at the end of the whole Project. My initial idea was just too grand to tackle by myself as there are not that many games to look at that have a similar play style and objective. The idea to swap was ideal as it let me work on something a little easier and faster as it was not so large.

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