Sunday, 26 February 2012

Walk this way... Stalk this way.

I've been thinking about my Skyscraper level, and thinking about the 'Balance' aspect I was talking about earlier on. Originally I thought about having the combat set on 2 different levels of walk ways, but the more I began to think about it, the idea of a series of walkways became a little bit boring in my head. On top of being boring, I also imagine it to be a little frustrating for those that spawn on the lower level. I need to think of ways to prevent my map from being completely open, which would allow people to shoot each other from every different direction, as well as adding variation to prevent my map being completely symmetrical, and minimizing visual repetition.

This is an overview of the map Guardian (Halo 3). This map is also set way above ground level and cuts out the unnecessary use of outside mapping, but it's also quite similar to what I aim for in design terms. For starters it's set ridiculously high, and taking a step of the ledge results in a very floppy-body style suicide. The map also has a large open area where players can be fired at from any direction. This map also comes with 2 tiers to fight on, and each part of the map is also connected by walkways. So as you can see (or read, if you've not actually played it), the map holds many similar concepts I would like to imply to my own design, with exception of the gameplay or the aesthetics.
(Guardian in a 3D perspective)

So taking everything I have spoken about into consideration, my ultimate goal is to make the map I orginally had in mind, making it a lot more versatile creating a more visually, and gameplay pleasing map.
The things I aim to include are:

-Hollowing out 2 floors of the connected skyscrapers to create closed off areas, which also provides good spawn point locations.
-Tactical placement of Tunnels/ Cover along specific walk ways to provide unique open fire/ blind spots.
-Maybe adding a bit of destruction to create different means of entrances and platforms.

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