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.
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