secret temple design document
Post on 13-Mar-2016
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Secret TempleDesign breakdown
Objectives:• Asymmetrical map• Small-scale deathmatch• Map must be contained within 1344 unreal unit
cube• Use UDK assets• Complete within a week• Multi-level map
Background: “Secret Temple” is being created for the Map-Core.net cube challenge. To be considered, map must be playable and have all gameplay elements contained within a 1344 unit cube. In order to cope with the short deadline, UDK assets will be utilized to ensure completion and so more time may be dedicated to layout and playtest-ing.
Topdowns
Brush pass
Playtesting results Thefirstgameplayissuethatarosewasthefactthat access to the rocket launcher was far too easy. Although placed high atop the map, the launcher was easy to pickup without any risk of being inter-rupted by other players. The rocket was moved to the pillar where the health pack was to alleviate this issue
Bots were commonly ignoring the upper region of the map and only taking one of the two routes to the top. Extra path nodes and placing more spawn pointsuptophelpedtoincreasethetrafficinthisarea of the map. A weapon was placed nearby the dropdown hole in order to alleviate the punishment of falling down into this area of the map that is far from both the health pickup and the rocket launcher.
Gameplay issues and resolutions:• Rocket launcher too easily accessible• Bridge across to health pack makes it too easy to
reach, provided unintentional cover from below• Bots favored one route too heavily, extra path
nodes and spawn points were added• Small wall placed in bottom area to provide ex-
tra cover in largely open room
Art pass
Placing assets In order to ensure that the map retained its in-tended design and layout, the BSP brushes were con-verted into blocking volumes as assets were placed with their collision removed. This ensured that player movement remained smooth. Plants were grouped around new path openings to help draw the player’s eye in and frame the corridors.
Gameplay issues and resolutions:• Terrain placed in the bottom room of the map
had to make two strong changes in direction in a very small area, a wall was widened in order to more effectively mask this from the player.
• Key items such as the health was hard to see as it was hidden in shadow, extra point lights were added into this corridor in order to draw more at-tention to the pickup
• The intense light outside did not bounce through the corridors strongly enough, more lights were placed here to alleviate this issue.
• Lightinginthebottomroomwasratherflatandmonotone, and extra light with some more intense coloring was placed to increase color range. It was placed near an access route in order to draw atten-tion here as well.
• Roots were added into the rock cliffs to help di-vide them up into sections and reduce the player’s ability to spot the same texture simply repeating around the map.
Final build
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