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Clifford "DrezKill" Ferguson II's Portfolio Page


     What you will find here are examples of some of my work. Below is what I have created for the course IS195: Building Game Worlds - Level Designing and Modding. This page was created as an assignment for IS195, but it will eventually become my true portfolio page. I've been meaning to create one for a while anyways.



These screenshots were taken before the level was complete, but they are more or less indicative of the current version of the map. Click each thumbnail below to view the full size of the picture (1280 x 1024 resolution):

Map of Training Site 1 Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4
Screenshot 6 Screenshot 7 Screenshot 8 Screenshot 9 Screenshot 10
Screenshot 11 Screenshot 12 Screenshot 13 Screenshot 14 Screenshot 15
Screenshot 16 Screenshot 17 Screenshot 18 Screenshot 19 Screenshot 20


Near the bottom of this page is a link to my partner Mike Couture's site. There you can see screenshots of his level, as well as other related material to our levels and game concept. Mike created Training Site 2 as his map. Training Site 2 is the second introductory level. Training Site 1 is about a quarter of the size of Training Site 2. The tree border of Training Site 1 is a shared border with part of Training Site 2's border. According to our game concept GDD, the player plays on each of these maps during a flashback to when our main character first joined the Marines. This occurs at the very beginning of the game.



Click here to download the map. File size is 4.90 MB. After you download the map, place it into the "Maps" folder, inside the Unreal Tournament 2004 directory. It goes without saying that you must have Unreal Tournament 2004 installed.

Map: DM-Training Site 1



Video Fly-Through of Training Site 1







Intro Screens / Comic Files:

PAGE 1:

NOTE: Pictures are taken from the web, used only for academic use.


PAGE 2:





(MS Word) Initial Game Data Document: InitialGameDataDocumentFinal.doc copyright © Clifford Ferguson II and Mike Couture

(MS Word) Game Design Document: GDD_for_IS195_Cliff_Mike_2.doc copyright © Clifford Ferguson II and Mike Couture





Very Quick Summary of Level Building Process:

      I created this level using Unreal Editor 3.0, which came with the game Unreal Tournament 2004. UT2K4 uses Unreal Engine 2.5. I started out with a smaller box that would house the level itself (terrain and static meshes), and another larger box that contains the skybox. I applied sky textures to the skybox after placing a SkyZoneInfo actor in there. For the actual level, I made the ceiling and walls a fake backdrop (by clicking on them and going to surface properties) so that they would be invisible (and allow the player to see the skybox since this is an outdoor level). I then placed a zone info actor into this box, settings its properties to allow it to contain terrain. Then I placed a terrain info actor in the same area. I used the terrain editor to place and sculpt terrain, making sure to add a deep area for the water pool. I then went about placing static meshes (walls, trees, grass) and created the square pyramid structures. I placed a few sunlight actors in this area as well, and adjusted them for optimal lighting conditions. Then I placed items and power-ups (health, ammo, weapons) in various pre-determined locations (basically following the plan for the map you can see above), and created jump-pads for getting on top of the square pyramid structures. I had to create these jump-pads from scratch because I didn't know where to find pre-built static meshes for jump-pads, and I didn't want to spend hours looking through all the static mesh packages 'till I found some. Then I play-tested the level over and over again in order to fine tune and adjust the gameplay of the map. I also put in some hidden teleporters (for advanced players to use a means of quick travel across the map, as well as for escaping battles). I still need to optimize the level for performance, as the map in it's current condition will result in poor framerates on slower / older machines. By that I mean the map will be nearly unplayable due to extreme slowdown (around 10fps or lower), framerate chugging and ocassional freezing. I also need to do bot pathing so the bots know how to properly navigate around the map. I would also like to clean up a certain area of the terrain texture, and fix certain areas with improper lighting.

      This map is a regular deathmatch map, made for close and mid-range combat. Emphasis is on quick-aiming and shot dodging. It serves as the introductory level for our game concept, if it were to be made into a real game. You can read about the game concept on the GDD and the Initial Game Data document. Basic controls for this game are: press W to move forward, S to move backward, A to strafe left, and D to strage right. Left-click fires the weapon you are currently using, and Right-click engages that same weapons alternate fire. Press spacebar to jump. Use the scrollwheel on the mouse to switch weapons.

      This map was created for Montgomery College course IS195: Building Game Worlds - Level Designing and Modding. This course is currently taught by Professor Deborah Solomon.

      The machine I used to develop and play-test the map has an AMD Dual-Core Opteron165 processor that has been overclocked by 600 MHz to 2.4 GHz (resulting in 4800+ performance), 2GB of DDR400 RAM running in a dual-channel configuration, and a GeForce 7900GT graphics card (overclocked by 50 MHz) on a PCI-Express x16 slot, with 256MB of video memory. The game engine is being forced to run on one core, as the game is not multi-threaded, and therefore running on two CPU cores actually degrades performance. The game was run at max settings with tested resolutions of 1600 x 1200 and 1280 x 1024. The machines at school each use a single-core Pentium 4 at 2.80 GHz, with 1 GB of RAM and a GeForce FX (aka GeForce 5) 5200 running on an AGP-8x slot, with 128MB of video memory. The framerate on Training Site 1 (using default video settings for the game) while running on these machines is somewhere between 6 frames per second and 15 frames per second (verified using the UT2K4 console command "stat fps"). If your computer specs are anywhere near those of these school machines, be wary of running this level. Your performance will be extremely poor. A great deal of level optimization is still needed on this level. It also wouldn't hurt to greatly reduce the number of static meshes I used for the tree border. I believe that the static meshes for the grass and the trees are responsible for the poor framerate performance. Some of my classmates have also told me that the large skybox is degrading performance as well. That remains to be seen.







Testing and Debugging Report Form (for Professor Solomon's CA190 class) can be downloaded here. The file format is .doc for Microsoft Word.







Link to my partner's page: Mike Couture's Portfolio for IS195







Website created January 5 2005. Page created December 11th 2006. Last Updated on December 12th 2006.
Entire website is copyright © 2005-2007 Clifford Ferguson II.