SECRET TEMPLE Design Breakdown
Tyler Lovemark 2011 tylerlovemark.com
CONTENTS Overview - Page 3
Background and objectives of Secret Temple map, includes topdowns as well.
Block-in - Page 4
Shows the level at its early block-in stage and documents early gameplay issues
Art pass - Page 6
Screenshots of the level with assets placed as well as info on final adjustments to the map.
Final build - Page 8
In-game shots of the final map as well as a final gameplay analysis.
OVERVIEW Objectives: • • • • • •
Asymmetrical map Small-scale deathmatch Gameplay area contained within 1344 uu cube Populate with UDK assets Complete production of map within a week Submit to MapCore.net “cube” map challenge
“Secret Temple” is being created for the MapCore.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 playtesting.
BLOCK-IN Brush pass
The level was laid out with basic brush shapes first to ensure the map was balanced before layout issues became too large to change down the road. The brushes were later converted to blocking volumes with appropriate assets nested inside.
The first gameplay issue that arose was the fact that access to the rocket launcher was far too easy. Although placed high atop the map, the launcher was easy 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 points up top helped to increase the traffic in this area 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.
ART PASS Placing assets
In order to ensure that the map retained its intended design and layout, the BSP brushes were converted 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 playerâ€™s eye in and frame the corridors.
New gameplay issues
Key items such as the health became hard to see once the primary lighting was placed in. This resulted in extra point lights being added in around health and weapon pickups. These lights also helped to guide the player around the map. The rocks surrounding the play arena also got very noisy due to their repetition. Vines and roots were added in to help break up the monotony.
The lighting had to be increased in the bottom region of the map as well. The strong directional light was having trouble bouncing around this enclosed area, so some point lights were thrown in to help it out.
Final gameplay analysis
Observing others play the map as well as made me aware of several behaviors that areas in my map encourage. The placement of the rocket launcher atop a pillar creates many high-intensity gameplay moments that werenâ€™t originally planned for. Often times, two or more players will jump out to the weapon and fight in the air for the prime spot. Players seem to enjoy the short sumo-like moment and those who lose the fight in the air have time to escape below, so itâ€™s not always a total loss for those who choose to jump for the rocket. Much of the action takes place in the open area outside the structure as was planned. This area has the greatest convergence of paths and therefore, it almost always has two players running through it. The top area doesnâ€™t quite receive the traffic I was hoping it would. I think that widening the bridge or giving it some cover would decrease the risk for climbing upwards.