Orchard: A Solo Project in UT3
Blow Them Away
It is rewarding and beautiful to blow your enemies out of an airlock and into the unprotected atmosphere of an airless moon. I use dynamic physics volume and control their z velocity through matinee. I turn on particle effects and sounds, while toggling or moving the airlock door/filed as appropriate.
One of my objectives for orchard, as in all my maps was to make the player feel as if they are a part of something interesting. Some place real, and captivating.
Orchard offers an interesting environmental hook in that going outside without a field results in damage. I had to inform my design around this offering players multiple ways back into the safety of a pressurized atmosphere.
Circled in red and blue are the red, and blue bases. The green circles indicate two way entrances into the facilities underground tunnel network. And the light blue circle highlights an area between to the two bases rife with pickups and empty cargo containers, in which to hide and take cover.