Outpost Mars is a deathmatch multiplayer map with a twist. After a certain amount of time the whole map will be available for depressurization. Any player can get to a depressurization control panel, which location is randomized between any of the 6 surrounding underground rooms. When switched on, all players in the map, except the one who triggered the panel, will be vented out to space and and all those kills will count towards the player that triggered depressurization.

This is the final version of my first multiplayer map design in UDK.  It was developed in UDK over a 9 week assignment period with assets I created in Maya.  Starting from scratch, I took care of all of the following responsibilities.

  • Level design layout.
  • Greyboxing
  • Scripted events
  • 3D model creation
  • Model Textures



The design process is thoroughly documented on these pages:


Outpost Mars | Design Process: Part 1


Outpost Mars | Design Process: Part 2



Outpost Mars | Design Process: Part 3


The level was also shown in an article by Dr. Luke McMillan, who developed the game design course at TwoFour54 Abu Dhabi and who I have had the pleasure of being a student of.  A link to the article can be found here: The Metrics of Space: Molecule Design

The map is set in an underground trading post on Mars.  It is a 6 – 12 player Deathmatch map and basically consists of 6 bays surrounding one large docking bay in the center.  The docking bay is open to the surface and players can be vented out into space if they are not careful.

Every 3 minutes an alarm sounds, informing the players that a de-pressurization button has been unlocked in one of the 6 surrounding bays.  The first player to press the button will vent all other players into space therefore gaining multiple kills.

Download Map: Outpost Mars

Requirements: Unreal Development Kit [UDK]

Please comment below with any suggestions or criticism.

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