These tutorials have helped me in using BSP brushes and in refreshing my basic knowledge, as some features are implemented differently to my previous work inside UDK.
I will be returning to my previous blockout and rebuilding with BSP brushes to expand on this knowledge further.
The tutorials show a user how to;
- Add player spawn locations
- Add weapon pickups
- Modify jump pads
- Navigate the viewport
- Adding and subtracting using geometry tools
- Adding and manipulating meshes in the level
- Adding CTF flags
- Mirroring a map to create opposing sides
- Coloring simple BSP meshes.
The map can be seen below, with the red base in shot.
Following the previous tutorial outcomes, I have completed another two tutorials which cover the implementation some more intricate parts of level design, beginning with lifts.
The lifts are actually very easy to implement within UT and can be drag and dropped in, whilst these could be duplicated into my own folder of blueprints within a map I will be looking into the blueprinting itself to see how it works.
I dragged and dropped the lift actor into my level, placed it appropriately, built meshes and clicked play, it was very simple to build a lift in Unreal Tournament on the face of it.
Teleports are also a very simply implemented feature in Unreal Tournament, with the blueprint being directly accessed from the content browser,
These can be dragged and dropped in much like the lift blueprint, presenting the user with a teleport node and a target node, which can both be manipulated and moved as appropriate.
This allows Unreal Tournament functionality to be added very easily and smoothly.
The final piece added in before the level was made playable, was a Navmesh, this was implemented in the form of a volume encompassing the entire level.
This allows bots to navigate all of the surfaces within the Navmesh volume and is a huge improvement on the node system within UDK, the apple-like navigation nodes.
Through these tutorials I have learned the new methods of implementing older features from UDK, the engine has been streamlined more and as such implementation of things like lifts is far easier than it used to be.
I will of course be looking into the blueprints themselves, to see exactly how they work to expand my knowledge, though I expect the blueprints themselves will be fairly similar to previous kismet work, as well as the previous work I have done in UE4.
I will be looking to implement these features into my level, though I am unsure as of yet how they will affect overall gameplay, as a result I may go for a simpler design with minimal lifts/teleports etc, though it is important I know how they work and these tutorials have therefore served an important purpose.

