April 23rd, 2012
April 24th, 2012
April 25th, 2012
April 26th, 2012
April 27th, 2012
April 28th, 2012
April 29th, 2012
@Dannylv100
After a few iterations last week I decided to work with the 4th iteration which I dubbed "Emperor's Square". The blockout was solid but I still needed to nail a few things down. The map was lacking focus and the scale needed to be bumped to improve the flow. April 23rd, 2012 The first thing I did was add another level below the raised area. This new area added more room for the player to run around. I also added a small flight of stairs to allow the player to get from the newly added level to the raised sections. The main stairs leading to the courtyard was on a small section isolated by itself. I expanded it left and right so that it isn't just a separate part of the map. Expanding it out I connected the map altogether. The stairs which were bottlenecks are now optional. Overall the flow in this section was greatly improved. I set some rulers down in the courtyard so I can adjust the size of the courtyard. To add an emphasis to the level I came up with the idea of adding a house in the center of the courtyard. This house would draw the players from every corner of the map do do battle in the center. The center of the courtyard now features a square with a house built on top of it. The idea with the center house is that the center house will feature a watch tower like structure that will give the player a huge advantage. From that watch tower the player is capable of seeing every angle of the map. The downside of being in this tower is that the tower is very exposed and the player in the tower can be hit from all sides. April 24th, 2012 The map was feeling cramped and the flow needed to be improved. I split the map apart and added a 512 gap. I intended on adding another section to this gap but for now I had to get back to the central point of the map. I added some stairs around the center of the house so the player can access it easier. Added four sets of stairs and a few walls around the center house. April 25th, 2012 The gap was going to be filled with a covered house area that would provide the player with a safe area for them to move around without them being in the open area of the high walls. It would also act as a way for the player to get the high walls and the courtyard quickly. I started blocking in the ground floor for the covered house. I wanted there to be enough room for players to be able to engage enemies. I wanted it to also provide a covered route for players wanting to go down to the courtyard. Progress on the covered house. It was coming along great. I added a large window to the front of it and a window on either side. April 26th, 2012 I began to flesh out the bunker area more. I moved the ground down further to allow for the stairs The covered house area is done. The next day would revolve around fixing the center house and building the tower. April 27th, 2012 To break up lines of sight I added a roofed area to the high walled areas. April 28th, 2012 I began to add and expand to the center house. I wanted it to be the main focus of the map. It needed to bring the players toward it. I intend for the center house to be a place where players will compete with one another for dominance. I designed the second and third floors to be very open. I wanted it to be fairly easy for players to toss grenades to those floors and I wanted the tower to be a "risk/reward" scenario for the player. The reward would be an amazing vantage point. The risk would be being completely vulnerable from all sides as well as the climb up the tower leaving the player exposed. The finished tower was looking pretty good. I began to add some cover sparingly around the second and third floors. The only major problem was that the tower was designed with ladders in mind. Ladders were great because it left the player exposed while they tried to make their way to the top. The reason why the ladders were bad was because the Ai can't climb ladders. April 29th, 2012 I spent the day importing from 3Ds max into UDK. The models themselves imported without incident and I quickly began testing. A few area gave me a bit of trouble. Pylons wouldn't read the second floor of the covered house and the center house. The courtyard and the walls proved to have some good flow but overall a lot of the areas need to be expanded upon to improve flow. These are issues I will take care of on my next pass. - Danny Q @Dannylv100
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Dannylv100 I am an Indie Game and Level designer, Consultant and host of Divercast. Popular Podcast Episodes:
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