Saturday, 22 December 2012

Pre Christmas Playtesting and Meeting

Hey again. It's been a busy week making sure everything is ready for the Christmas break. I met with Chris, one of the specialist tutors and had a meeting. More on this below.

Firstly I am currently on track with my schedule. I'm happy to report that playtesting vs bots has begun and I will be able to start playtests with only players shortly.

So far both Andre, and Ross have playtested my levels. Below I have recorded their playtests and written down the feedback I recieved.

Construct Playtests


Andre Construct Playtest

Ross Construct Playtest

Clocktower Playtests


Andre Clocktower Playtest

Ross Clocktower Playtest 1

Ross Clocktower Playtest 2

Map Feedback

Andre Feedback

 

Construct

- Suggested possibly making crane model taller, while leaving the crane jib in the same place. A gap in the crane would allow players to move through the middle.

Clocktower

- Need to fix the main lift. Can fall through it if standing on the join between the glass and metal.

- Takes too long to collect Redeemer. Change Kismet.

- Add static meshes to the map to create visual focal points so the player can easily tell where they are in the map.


Ross Feedback



Construct

- Liked Construct. Navigated it well without ever playing it.

Clocktower

- Disliked Clocktower. He said it gave him a feeling of vertigo, and he didn't like having to look around before moving around the map. (Literally doesn't like having to look before he leaps).



Meeting With Chris

The meeting with Chris was straightfoward. I showed him all three map designs, via the editor and playtesting footage. We agreed I was on track with my schedule and had produced a good amount of work so far. Chris recommended my next step to be "cooking" the maps so I can test them against players instead of just bots.

Chris also gave me excellent feedback on the clocktower design. Implementing these changes to the gear kismet should make the map much easier and faster to navigate.

Chris Feedback


Construct

- Seemed to like the design.

- No obvious problems with the design.

Clocktower

- Need to fix the lift. Can fall through it if standing on the join between the glass and metal.

- Gears shouldn't rotate. Too disorienting for players.

- Gears should stop at their start and destination points for 1 second to allow players to easily jump on/off them.

- Gears should move slower vertically. May stop player phasing through the gears.

- Redeemer weapon takes too long to collect if players miss the small window of time. Change the kismet so:

1. Clockhand starts pointing towards the ledge for 5 seconds.

2. Clockhand rotates 360 degrees in 5 seconds.

3. Repeat from step 1.




What's Next

The next step is to implement the suggested changes to the Clocktower design. Once this is done I will "Cook" each level so I can playtest the game with multiple players instead of bots.

Playtesting with players instead of bots will give me more accurate feedback on each design. I will prepare a simple questionaire for people to fill out after playing each design. The results should help me decide which of the two designs should be carried foward to the next stages of my project.

- Sam


Saturday, 15 December 2012

Playtesting Construct and Clocktower

Intro


Hello again. This week was busier than anticipated since a team member being ill for our group project meant extra time was needed to get the presentation ready.

As such I was only able to carry out individual playtesting vs. bots. Regardless the two videos should give a good idea of how each map plays, and the various routes between weapons and items.

Normally a Deathmatch in Unreal Tournament would take 10 or more minutes but the filesizes involved are too large to easily upload to Youtube. Therefore I have opted for quicker 5 minute games with fewer players.

It's worth mentioning that I experienced some noticeable lag while recording, so I miss some jumps I would normally be able to complete easily.

With that out of the way onto the playtesting videos!



Clocktower Playtest


Tester - Sam
Test Length - 5 Minutes
Bots - 5
Bot Difficulty - Adept

Personal Feedback

I need to adjust the Kismet on the gear lifts so they stop for 1 second at ground level before ascending. In a heated firefight it is extremely difficult to time the jump onto one while it is still moving.

Construct Playtest


Tester - Sam
Test Length - 5 Minutes
Bots - 5
Bot Difficulty - Adept

Personal Feedback

I need to edit structure B's floor to remove most of the holes. In a heated battle it is too difficult to dodge, aim, shoot and jump between the platforms all at the same time. The flow of the map would improve if I remove some holes so players can move around without risking falling off the structure.


What's Next


Over the following weeks I will continue playtesting and getting feedback on my map. I will use this feedback to improve each design.

- Sam

Sunday, 9 December 2012

BSP Design 3 Construct Version 2

Well it's been exactly one week from my previous blog post.

In this time I have finished almost all of the third BSP Design. (DM-Construct).

I've added additional BSP structures to round out the map, and make it more complete. I've also added hollow cylindrical pipes to the ground which can be moved through, and used as cover.

Crane Kismet Animation


The crane has been implemented using BSP to demonstrate the concept. (Eventually this will be replaced by a static mesh modelled using 3ds max).

The crane  Kismet animation sequence goes like this -












1. The crane rotates from building A to building B which takes 5 seconds.

2. The crane is stationary for 5 seconds at building B.

3. The crane rotates from building B back to building A which again takes 5 seconds.

4. The crane is stationary for 5 seconds at building A.

5. The cycle repeats starting from step 1.

Screenshots


The following screenshots show both the BSP view and the in-game view of the map. I have placed the new BSP screenshots below the older versions so the additions can be clearly seen.


BSP showing Construct V1 from above.


BSP showing Construct V2 from above.


BSP showing Construct V1 from the side.

 BSP showing ConstructV2 from the side.

 Screenshot taken in editor showing the bottom side of the map.

 Screenshot taken in editor showing the edge of the map.

Screenshot taken in editor showing the top side of the map.


DM-ConstructV2 Video



This video shows several different routes players can take to navigate the map. The most powerful weapons (Redeemer) and power-ups (U Damage) are placed near the centre of the map to encourage players to fight around this area.


What's Next


Ground Height


Currently a player can see across the entire map from the ground floor which reduces the importance of gaining the high ground. To combat this I will use the Unreal Editor's terrain tool to 'paint' both high and low areas onto the ground. This will help to break up the sightlines currently existing in the map, which should motivate players to climb the structures and gain the height advantage.


Playtesting


Next week (likely Monday/Tuesday) I will begin the playtesting phase on the Clocktower and Construct BSP designs.

I will use a video recording program such as FRAPS to record players playing the maps vs bots. I wll also take notes while watching the games. (I will also create a video of myself playing against bots on both maps).

I'll post the videos onto the blog and comment on what players found confusing, or frustrating while playing the maps. I will use this feedback to improve the designs


After that's done I will need to finish the second BSP design, the otherwordly temple.


- Sam

Saturday, 1 December 2012

BSP Design 3 Construction Site Version 1

BSP Design 3 Construction Site

BSP showing aerial view of the map.

BSP showing the side of the map.

 This is the central structure in the map.

 This is the first of the two side buildings.

Development


Theme:

This design is far more intricate than the previous designs. The many ramps, girders, and sand dunes give the player the ability to rapidly change their position on the map in both the Y and Z axis.

I'm aiming to create a map experience that has an even balance between long and short ranged combat. Players will be able to use the Sniper Rifle weapon combined with the high vantage points to pick off opponents, but smart players can use the numerous girders, sand dunes as cover before closing the distance using strategically placed Jump Pads.

Size:

This map is medium sized. It's smaller than the other two designs which should allow for more focus on each individual building in the map.

Description:

A medium sized construction site. The map layout is comprised of  three main buildings separated by hilly, uneven terrain. The buildings have a very intricate design, with many different routes players can take to change heights and position.

Player Count:

 6-8 players.

Features:

- 4 floors.

- Lots of ramps. Allows the player to easily change their height and gain an advtange other over players.

- Cranes. Players can climb up and ran along moving cranes to quickly traverse the map. The cranes will rotate based on a timer created using the Kismet animation system.

- Uneven ground. Most of the ground will be covered by sand. Small sand dunes can be scaled to gain height and will allow easy access to higher floors of each structure.

This is a brief video showing the basics of this BSP Design. 
The design is around halfway finished.

Project Timeline:

It has taken me much longer than predicted to create most of the three BSP designs.

This has set me back around 2 weeks in my overall project timeline. All three BSP designs will be fully completed by the end of this week. Once this is done I can start properly playtesting each of the designs and gathering player feedback.

Old Timeline:




New Timeline:




2-9th Decemeber. It should be possible for me to finish the 3 designs by the 9th.

9-16th December. This time will be spent playtesting all 3 designs, and getting feedback on which is the most interesting/enjoyable to play.

16-23rd December. I'll spend this time making a careful informed decision of which BSP design I will take forward to the next steps of my proposal.

23-30th December 2012. Over the christmas break I will begin to model 3D assets needed for my level.

30th-6th Jan 2013. I will begin to unwrap one of the 3D assets.

The rest of the timeline is the same as before.

- Sam

Saturday, 24 November 2012

BSP Design 2 Otherworldy Temple Version 1

BSP Design 2 Otherworldly Temple

Over the last few days I have been trying out some ideas that will eventually turn into my second BSP design.

 BSP Showing map from above.

 BSP Showing map from the side.

Floors 1-2.

 Floors 3-4.

Outside the central structure. This is the highest point of the map.

 

Development

Theme

Creating this design proved difficult. The biggest issue I faced was not deciding on and committing to a central theme. With a central idea, it becomes much easier to create something, and compare it to that theme.

The map feels like it lacks that definite focus a theme can provide. I have finally decided on a sci-fi/alien technology theme in the map but development would have been much smoother if I'd decided this at the start. I feel the concept of the map has potential but requires significant iteration to get to a playable state.

Size

Initially the map was much too big, both too wide and too high. I've since modified the walls to force the player towards the centre of the map, which will be the focal point. Regardless there is still too much unused space, so I plan to turn some of the floors into narrower, more focussed walkways.

Description :

A large otherworldly temple structure with 6 floors.

Player Count:

 8-10 players.

Features:

- 6 floors.

- Super-fast Central lift surrounded by ring platforms. (Powered by alien technology).

Players can use the ring platforms to both ascend (using jump boots) and descend (by jumping) the floors of the map extremely rapidly.

- Smaller lifts positioned around the map allow quick access to higher levels.

Small ramps also allow quick access to some floors.


This is a brief video showing my first version of this BSP design. As highlighted above it is extremely basic but it gives an idea of the size and scope of this particular design.

Things to Add:

Player spawns, weapons, power-ups, AI Path-nodes and lighting all need to be added.

I will add these in the following days which will complete this design. I will post a video showing the finished version,  then beginning work on the third and final BSP design.


- Sam

Monday, 19 November 2012

BSP Design 1 Clocktower

The first step of my project is to create the three different BSP designs, and decide on the final design I will carry through to the end. I've fallen slightly behind my predicted project time line since tt has taken me longer than excepted to think of three good BSP designs.

BSP Design 1 Clocktower

The first of my BSP designs is the Clocktower map I started to build over the summer time period.




This video shows a brief overview of the level.

Description - Abandoned clocktower with multiple floors. The clocktower gears serve as moving platforms. The 'Jump Boots' Power-up can be used to easily climb up the ledges of the map.

Player Count - 6-8.

Features:

- 6 floors.

- Moving gears can be used as platforms.

 - Scaffolding surrounding the central structure.

- Central lift system.

- Octagonal shape.

- Mechanical theme.

The first of my BSP designs has been created. (The Clocktower).

I will make a seperate blog post for the second and third designs in a few days time. This will be followed by another post which will detail, which of the designs I have decided to take forward to the next step and why.

- Sam

Saturday, 3 November 2012

Z-Axis Gameplay and its Affects on Level Design Project Proposal


Title: Z-Axis Gameplay and its Affects on Level Design

N.B. The project proposal is still work in progress. I have yet to finish the work driven rationale, project timeline and milestone sections. With that in mind, onto the work in progress version of my Project Proposal.

Brief Outline of Work

A series of BSP (Binary Space Partitioning) levels created using Unreal Editor 3 to explore Z-axix gameplay in regard to level design. Followed by a final polished artefact demonstrating my understanding of these concepts.

Rationale


I am undertaking this project, because:

a. I have always been interested in how height influences level design in FPS (first person shooter) games. I believe this project will allow me to explore the subject, and hopefully draw some useful conclusions from it. It will also teach me useful skills such as texture creation and manipulation which will be invaluable when I get a job at company X as a level designer.

A large part of my rationale for this project comes from other similar works that I admire. The following three levels from Unreal Tournament 2004 demonstrate Z-Axis gameplay in a FPS Deathmatch game-mode environment.


DM-1on1-Rougheniery – Set in an abandoned refinery. This map forgoes a less realistic setting in favour of intricate height based design. Most of this map is map up of ramps, allowing the player to constantly change their elevation to get the drop on their opponent. Additionally the player can use the advanced “Dodge Jump” manoeuvre to climb up metal sheets. (This is the quickest way of gaining height in the level). (The level also contains small fast lifts. If the player jumps at the apex of one of the lifts, they can reach many areas of the map).


Pro’s – Focuss on map layout over realism allows for a crazy collection of ramps, platforms etc.

Cons – Feels like a game environment not a real place/environment.






Sulphur – Set on an oil rig. Sulphuric rain. Mostly made up of metal walkways and platforms. Powerful jump-pads in the corners allow the player to quickly traverse to the highest point of the map. The walkways are positioned so a player can easily jump down from one to another without taking fall damage. Three main levels of height, plus a ledge near the top of the oilrig which houses a Redeemer. (Reached via Jump-pad).

Pro’s – Player's can easily traverse the map, using Jump-pads and well played walkways that can be jumped down on.

Cons – Graphically the Map is dated since it was released in 2004. The rain effect in particular goes through the metal floor of the level. This somewhat breaks the immersion in the level.


Metallurgy – This map is set in a futuristic abandoned forge and the area immediately outside. Open pipes transport lava across different areas of the map. Metal walkways, stairs and ramps compose most of the forge itself. The ground around the forge is made up of hills of varying heights. This creates interesting sightlines for players to take advantage of.


 
Pro’s – Great sense of atmosphere. The lava moving through the pipes create an additional sense of danger. Players must watch their footing.


Cons – Enviromental hazards such as lava make the map more difficult for newcomers to the series.


b. Creating this finished artefact will serve as an excellent example of level design work which will help me get a job at X company. I am still looking through several job possibilities, I will update once I've chosen the most achievable options.


Annotated Bibliography


 
Sjoerd “Hourences” De Jong (29 August 2011). The Hows and Whys of Level Design – SE. N/A: Sjoerd De Jong. N/A.

This book serves as an excellent overview of level design in both singleplayer and multiplayer environments. It covers key concepts such as: floorplans, theme, lighting, sound effects, and more. I read most of this text over the summer so I am already familiar with many of the ideas discussed.









 
Feil, J. and Scatterwood, M. (2005) Beginning game level design. Boston: Thomson.

This book covers the theory of level design. It approaches level design in a generalised fashion, not focussing on one particular program or game engine.











 
Ahearn, L. (2008) 3D game environments; create professional 3D game worlds. Oxford: Focal Press/Elsevier.

After having a quick look through this book I am positive that it will be extremely useful when creating my final artefact. In particular the sections on creating high quality textures using photographic references will greatly improve the look and feel of my level.









 
Gahan, A. (2011) 3ds max modeling for games : insider's guide to game character, vehicle, and environment modeling. 2nd ed. Amsterdam; London: Focal.

This book contains plenty of information on modelling in 3ds Max.

Specifically the sections covering: environment modelling, mapping, and texturing will be very useful in realising my project. My texture work has always been lacking, so I hope by reading this and I can improve the overall standard of my textures.





 
Busby, J., Parrish, Z. and Wilson, J. (2009) Mastering unreal technology; Volume 1. Introduction to Level design with Unreal engine 3. Indianapolis: Sams Publishing.

This book covers how to apply level design principles using Unreal Engine 3. The sections on Kismet scripting will be very useful to my project.










 
Busby, J., Parrish, Z. and Wilson, J. (2010) Mastering Unreal technology; vol II: Advanced level design concepts with Unreal Engine 3. Indianapolis: Sams Publishing.

This book builds on the concepts introduced in the first volume, while introducing more complex ideas such as particle effects creation, post processing tricks to make a level shine and advanced material editing using the Material Editor. This information will be invaluable to polish my final level to the industry standard.








 
Luke McMillan. (2012). The Metrics of Space: Tactical Level Design. Available: http://www.gamasutra.com/view/feature/176933/the_metrics_of_space_tactical_.php. Last accessed 02,11,2012.

This article analyses how players experience game spaces, focussing particularly on LOS (Line of sight) and GFOV (Geometric field of view). This is the view players see while playing the game. Increasing the width of the viewing angle allows a player to have more situational awareness in a game and vice versa.

Portals are "any game device that allows for greater-than-usual line of sight." The concept or "portals" will be crucial to my project. I plan to have many instances of ledges overlooking different parts of my level.

This is extremely relevant to my project. Ultimately I want to create a level that allows players to quickly move between many different heights thus creating many exciting combat and evasion vectors.

I will build my level around the default FOV amount in Unreal Tournament 3. (100 FOV).




Christopher W. Totten . (2011). Designing Better Levels Through Human Survival Instincts. 
Available: http://www.gamasutra.com/view/feature/6411/designing_better_levels_through_.php?print=1. Last accessed 02/11/2012.


This article uses several well known games (Half Life 2, Metroid Prime, Zelda) to reference it's concepts. (This is very useful since I have played many of these games, and can therefore remember moving through these game-spaces and how it felt).

The main concepts discussed are the differetnt kinds of spaces that combine to form a gamespace. The section on height, how it affects players perception/sense of safety will be particualarly useful to my project.



Mike Stout. (2012). Learning From The Masters: Level Design In The Legend Of Zelda. Available: http://www.gamasutra.com/view/feature/134949/learning_from_the_masters_level_.php. Last accessed 02/11/2012.

This article may seem like an odd choice for my project. Afterall it uses the original 2D Legend of Zelda adventure game as its template. Much of the article however can be transfered to a 3D scenario. The sections on level flow and variety can be well applied to a 3D environment, even a Deathmatch level. Levels in multiplayer have several different paths, and ultimately an "optimal" path moving from the best weapons and power-ups in the shortest time. This is similar to the articles concepts of "critical" and "optional" paths.


 
Tim Ryan. (1999). Beginning Level Design Part 2 Rules to Design by and Parting Advice. Available: http://www.gamasutra.com/view/feature/131739/beginning_level_design_part_2_.php. Last accessed 02/11/2012.

This article is the second of a two-part series that covers theories behind level design and suggests a set of design rules. It contains many tips and tricks which are useful to keep in mind while planning out and creating my game-spaces. Keeping these ideas in mind will help me make the most of my time while developing my level.


Project Timeline

First Two Weeks: Experiment with simple BSP level designs. Choose three possible designs.

Spend 1 week choosing a final BSP Design.

Spend 1-2 weeks reading and practing texturing/unwrapping.

Texture 1 3D model

I'm aiming to finish 99% of my project before the deadline, so I can spend two weeks or so continually polishing the level, perhaps adding sound effects, to make the map more impactful as a portfolio piece.


Milestone Deliverables

Create simple BSP Design 1

Create simple BSP Design 2

Create simple BSP Design 3

Choose my final BSP Design.

Texture a 3D asset for the level.

Final Level Artefact: (Clocktower level).


Word Count: 1471

Sunday, 21 October 2012

Books Useful for My Dissertation

I have used the internet and UCS's E-resources to find 6 books to support my Dissertation. I have split these books into two broad categories, theory books, and technical books.

The Hows and Whys of Level Design and Beginning Game Level Design both cover the theory of level design without talking about the tools and programs needed to realise this. To this end I have selected 4 technical-minded books: 3D Game Environments, 3ds Max Modelling for Games, Mastering Unreal Technology Volume 1 and Mastering Unreal Technology Volume 2.

Further information about each book is located below.



Sjoerd “Hourences” De Jong (29 August 2011). The Hows and Whys of Level Design – SE. N/A: Sjoerd De Jong. N/A.

This book serves as an excellent overview of level design in both singleplayer and multiplayer environments. It covers key concepts such as: floorplans, theme, lighting, sound effects, and more. I read most of this text over the summer so I am already familiar with many of the ideas discussed.
 



Feil, J. and Scatterwood, M. (2005) Beginning game level design. Boston: Thomson.

This book covers the theory of level design. It approaches level design in a generalised fashion, not focussing on one particular program or game engine.









Ahearn, L. (2008) 3D game environments; create professional 3D game worlds. Oxford: Focal Press/Elsevier.


After having a quick look through this book I am positive that it will be extremely useful when creating my final artefact. In particular the sections on creating high quality textures using photographic references will greatly improve the look and feel of my level.







 
Gahan, A. (2011) 3ds max modeling for games : insider's guide to game character, vehicle, and environment modeling. 2nd edn. Amsterdam; London: Focal.

This book contains plenty of information on modelling in 3ds Max.

Specifically the sections covering: environment modeling, mapping, and texturing will be very useful in realising my project. My texture work has always been lacking, so I hope by reading this and I can improve the overall standard of my textures.





Busby, J., Parrish, Z. and Wilson, J. (2009) Mastering unreal technology; Volume 1. Introduction to Level design with Unreal engine 3. Indianapolis: Sams Publishing.


This book covers how to apply level design principles using Unreal Engine 3. The sections on Kismet scripting will be very useful to my project.










Busby, J., Parrish, Z. and Wilson, J. (2010) Mastering Unreal technology; vol II: Advanced level design concepts with Unreal Engine 3. Indianapolis: Sams Publishing.


This book builds on the concepts intrdouced in the first volume, while introducing more complex ideas such as particle effects creation, post processing tricks to make a level shine and advanced material editing using the Material Editor. This information will be invaluabe to polish my final level to the industry standard.




Tuesday, 9 October 2012

Dissertation Re-think

After Monday's lecture on Dissertations I realise I have to modify my original Dissertation proposal.

Originally my plan was to create an artefact (an Unreal Editor 3 level) with minimal academic context to back it up. Needless to say this would have been a disastrous path to take, since the artefact alone would have had little to no academic context.

My new proposal is to create a series of simple BSP levels in Unreal Editor 3 to explore height variation (z axis gameplay), and it's affect on level design. This is a project I can backup with extensive research in the form of articles and discussions on level design. This would be followed by a final polished BSP level, which would take all my findings into account to create the artefact of my Dissertation.

Monday, 8 October 2012

Clocktower Early Development

(Originally posted on the 27th September 2012. Moved onto the Dissertation blog on the 8th October 2012).

Soon after I'd chosen my theme I decided to roughly scope out the size I wished the Clocktower to be. I created several different cylinder sizes for the Clocktower.


 This image shows how the Clocktower size changed throughout development.

The cylinder on the left was the original size I tried. I soon realised that this version was too narrow to offer compelling gameplay. There wasn't enough space for an interesting layout.


I doubled the size of the cylinder which gave me MUCH more room to work with.

Clocktower Clockface


The first area I developed was the central clockface of the tower. I used 3ds max to model a simple circle for the clockface, along with two simple clockhands.

I converted the hands into Interp Actors and used the rotation property to make them move around the outside of the clockface. An early idea I had was to allow players to walk along the clockhands to obtain a useful power-up or weapon. This would require timing, since the hands would need to be nearing the horizontal position.

I decided to place the all powerful Redeemer (mini-nuke launcher) weapon in this position.

I created a hole using BSP subtract in the wall of the clockface room.




I then added a series of platforms leading up and around to the clockhands. The player can, with the correct timing, jump off of the last platform land on the big clockhand, and run along it to the Redeemer spawn. The player can then jump back to the platforms and pass back through the hole to return to the battle.



I think this concept is a good one. I've mixed the theme of the level (dynamic/moving, height), with gameplay to improve the map experience.

Clocktower Middle

The middle of the clocktower began as a place to test out gear rotation. I modelled some extremely simple gears in 3ds max and imported them into the map to test the idea of moving, rotating platforms.


The lower set of gears allow the player to cross the middle of the map from one side to the other. The gears rotate in an alternate fashion, gear 1 rotates left, gear 2 rotates right etc.


The upper set of gears can be navigated by using the Jump Boots power-up. The player can jump from the starting platform, onto the first gear, second gear, and lastly through the open hatch into the clockface room.

Clocktower Lift

Initially I created the lift as a temporary measure purely to make testing the map easier. Every time I fell down to the ground floor, I could simply hop in the lift and speedily reach the clockface room, without needing to die and reload the entire level.

 
At some point during development I decided that keeping the lift would be useful since it allows players to easily traverse the maps height.




I decided to add glass to the lift so that both players inside, and outside the lift could see and respond to each other moving around the map.


Clocktower Ground Floor

The lift was a success but the only way to reach the middle of the map was to take the lift to the top and jump down from cog to cog. This was inconvenient.


I decided to create another method of reaching the middle of the map. On the ground floor I created a series of gears that spun up and down a pole. The player could jump on the first gear, wait until it's near the apex of it's ascent and jump onto the next gear.



If the player did this correctly they could quickly ascend to the middle of the map and then jump onto two small gears leading to a platform.

Conclusion


This concludes my post explaining the early development of my Unreal Engine map Clocktower.