Monday, May 24, 2021

DM_Runabout WIP 2

 In this version I've fleshed out some of the interior spaces a bit more and added a new route to try and increase the amount of players that the level can comfortably support. I need to try and figure out how to make it feel more interconnected, at the moment I think it feels strange to traverse between the two outside areas.

Besides that it feels way better to run around than it did before. Next version of this will probably be playable with spawns and weapon pickups if all goes well.


Current level overview










Sunday, May 23, 2021

Lumberyard Writeup

Lumberyard was a level done for the Core: Arenas of Combat level design contest. The contest had a time constraint of one month; during this time I designed, iterated, playtested, and artpassed a fully playable level. Below was my first iteration of the layout.

This first layout didn't go through many iterations while I was working on it. The also blockout stayed very faithful to the original design, as seen below.


This first blockout was very simple, at his point I was still figuring out sightlines and seeing how everything felt in a 3D environment. After a bit playtesting I began experimenting with slight art passing to try and figure out what kind of space I wanted to create.

At this point the only theming I had in mind was that the bottom section would be a cliff. That choice alone though led me into a more nature-esque lumberyard theme. With this in mind I focused mainly on terrain editing.


This initial basic theming did help me realize the space more. In the screenshots above I added slight height to the back area with an elevated platform and mitigated a slightline through the mid section by making the bridges inclined.

I also created a new interior space in the back that connected the two buildings and also helped to add a more varied gameplay space. The window helps to add a vantage point that players can try and snipe from while the interior makes sure that the window isn't too powerful by being easily flankable and option limited. The railing on the inside also helps to make sure a player standing has to commit to being there, they simply can't strafe to cover if a player outside spots them.  


At this point the contest only had about a week left. I decided that layout wise the map was feeling pretty final and began seriously artpassing. Below is a  gif I created of the different versions, from a1 to final.


Can be played on Core


Friday, May 21, 2021

DM_Runabout WIP

Current issues that I have with it are mostly scale related. I need to make the outside areas more open and large. Also, some of the interior spaces don't feel very fun to travel though right now; need to figure out ways to incorporate the rooms into each other more rather than just having doorways everywhere.





Here the current layout compared to the layout I started with.







Thursday, May 20, 2021

DM_Railway Writeup


Railway was created mostly unplanned. Rather than go a create a level on grid paper and block it out I decided to go ahead and create a level as it came to me. I already had some ideas for certain rooms and theming so I ended up designing the level mostly around aesthetics rather than gameplay.

What I ended up with is, what I would consider, a pretty mediocre level. Routes are very claustrophobic and feel cluttered. It also ended up being really flat, with the only real height variation being in only one room. Also it's very dark, VERY dark; I wanted to try and light the level through as few "artificial" lights as possible, opting instead for natural skylights and Combine installed spotlights.

Aesthetically however I think I did a great job. Areas around the level feel lived in and used. I wanted to make it feel like an abandoned Combine checkpoint that was overrun by Rebels. I even added the citadel in the skybox to try and ground it as a place from Half-Life 2. Also despite the lighting being terrible for gameplay I think it looks pretty good in most places.

If I were to try and fix it I think I'd rebuild everything from the ground up, focusing on creating spaces that are fun to play in before trying to make them look nice.

Downloads for it can be found on Gamebanana