Sunday, 30 November 2014

Multiplayer Map Design - Map Blockout

I began the blockout of my level with a 4096x4096 floor, created with a cube brush.
Building from the ground up I used the provided modpack to generate a general layout for my level referencing my top down layout regularly to maintain a large degree of the concept for the maps design. The design was made symmetrically identical, taking into account the ease with which potential players would be able to familiarise themselves with the map and its layout.



Upon finishing the first layer of the map, including the rooms, potential target ranges and intended cover objects, I expanded on the possible access to a higher tier by blocking out a walkway above the lower floor, with a view to putting a valuable pickup above the lower battle area, making people navigate to the upper level to gain an advantage necessary to winning the game.
When designing the walkway above I implemented a simple cross design, kept narrow in width all the way around, keeping it simple enough to navigate whilst the narrow width of the platform add the risk of falling off and having to restart navigation to the pickup. Bearing the width of the platform in mind, the walkways also have no barrier or rail, meaning no cover to hide behind, in turn making it again harder to gain the upper hand by grabbing the special pickup.


The layout may yet be subject to change through development and will likely be modified in various ways dependent on feedback from peer review sessions, another layer may also be added at a later date but for the moment I am happy with my base map.

Multiplayer Map Design - Top Down Layouts

Following my mind mapping I created a couple of quick top down layout ideas using minimal detail, plotting out a map which would flow in a figure of eight, plotting out any building/room locations which could be used for general navigation and user familiarity, any points of cover or access points to a higher tier of the map itself.
From here I will develop a prototype blockout of my map, using the Ublock package provided, going from my top down layout drawings and building upward.


Saturday, 29 November 2014

Multiplayer Map Design - Mind Mapping

Working from the brief given I quickly developed a mind map, breaking down each aspect of the multiplayer map to be created, elements like gameplay, visuals and theme.
Many gameplay aspects were taken into consideration, including in-game pickups (health, armour, ammo, weapons etc.), possible cover mechanics and most importantly the architectural flow of the map itself.
The layout of the map itself was also discussed, in terms of necessary spawn locations, dictating the pacing of the game from the start, the effects of multiple tiered layouts on gameplay itself and also how camping directly affects the core gameplay of a map and ideas on how to prevent it.

Tuesday, 11 November 2014

Multiplayer Map Design - The Brief

For this project I have been tasked with designing a multiplayer map inside UDK, following the given brief.
The final product restrictions given were as follows;
  •  The reason behind the area must be realised.
  • The Splash Damage building created last year must be included somewhere in the field of vision.
  • The map must follow an architectural flow, flowing in a figure of eight.
In the following posts I will be documenting each of my steps from breakdown of deathmatch maps, to the final production procedures, through aspects like Gameplay, Sounds, Visuals and Theme.