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Multiplayer Level Blockout : Fourth Pass - "Emperor's Square"

6/12/2012

1 Comment

 

May 1st, 2012

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   From last weeks play test I found out that the map was still too small. Many areas of the map were so small the flow was being interrupted. It just wasn't working. The main courtyard area (in green) was too small and the center house was getting in the way.
  The walled areas were opened up just a bit so the players had more breathing room.
   The walled areas were changed to compliment the new size of the courtyard. At this point the walled areas had a lot of space added but certain areas on the map had to be redone just to improve the overall flow. The areas that still needed to be fixed was the center house and the bunker area.

May 2nd, 2012

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   The bunker area got additional space added to it. I made the inside a lot more spacious.
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   I removed the bottom area of the bunker because I planned on adding a whole new section to the map to give the player more options in a shootout. The problem with the very compact design it had before was that the player was already moving consistently from cover to cover. This new area would still have the player moving around to avoid enemies but it was also allow a place for the player to get a quick break from a firefight.

May 3rd, 2012

   The new area would be dubbed the side garden. The side garden would have two gentle slopes that lead to an outdoor shrine.The shrine (In light blue) would have a sniper rifle placed in the center so players will be drawn to it.
   The new are also connects to the bottom of the bunker area. The bunker area is much more open now allowing for easier movement from the walled area to the ground floor.
   The side garden area was complete. and the next area to work on is the house in the center of the courtyard.
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The level with the new side garden area.

May 4th, 2012

   I began to completely break the house apart. I kept the tower part because it was the only part of the house that was working before. The problem with the original design was that the inside of the house was too cramped. The original design also had a sort of raised foundation. It looks cool but it killed the flow of the map.
   I completely overhauled the foundation of the house and expanded it out. You can already see how the flow has improved. The previous version of this house had three floors but the second floor wasn't very fleshed out. I decided to make the house two floors instead. I also decided to add a second tower to the other side of the house. The single tower design from the previous version was cool but it was a bit pointless. This new design gave a vantage point to either side of the map instead of just one.
   The renovations to the house were looking great. The newly added floor space greatly improved the flow. I designed the bottom floor to have wide open doorways so players can run through without having to worry about narrow choke points.

May 5th, 2012

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W.I.P MP-4
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The level inside of UDK.
 
- Danny Q
@Dannylv100
1 Comment

    Dannylv100

       I am an Indie Game and Level designer, Consultant and host of Divercast.

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