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