Only a small blog post today for my Level Design Corner, as I haven't been able to test the map today. However, I have cleaned some of the map up, moved the spawns around, added weapons and pickups, and used colour to add flow to the level.
Use of Colour in Design
So, I have looked slightly into how the use of props, lighting, and colours are great additions for level pacing and flow. 2008's Mirrors Edge used colour perfectly to illustrate the path for the player to follow by a simple white and red contrast within the level. I have used this in my level by highlighting routes, doorways, and points of interest within the map. So far I have used it to attract the attention to items, around paths, and to the center of the map. With much more emphasis on reaching the center.
The image above details how I've used the colour yellow to lead the player through the map. The open doors and platform trim attracts the player through to the center room, and the long wall to the left leads them down the dangerous -- yet rewarding -- path. In addition, the use of the health pickups are used to attract the player to replenish their health, as they go into a danzer zone.
When the end of that corridor is met, a weapon and ammunition awaits them, coupled with an advantageous spot. The imminent threat from 3 sides, however, adds tension to the choke point meaning it's a difficult place to hold. With a long corridor to the right, and two more entrance ways ahead, the colour flows the player through the room into the next.
This next example shows how I have used the colour to define different pathways and elevation. The pathway below leads to a risky bottle-neck route, the middle, an advantageous, yet open route, and to the right leads a simple doorway to the center of the room.
Following the path on the left in the image before will take you to the left hand side of the image above, and how the use of the colour differentiates the main floor, to the alternate route, and its two entrances / exits.
And lastly, this is an alternate route to navigate the upper floor of the map. The use of the yellow here is to emphasise key areas including the use of cover, and weaponry.
Hopefully you've made it this far, and if you have - great! This may seem amateur, as I am only starting out. I am pursuing a career in level / game design, so any feedback I will appreciate. Keep it nice if you can. Haha.
Until tomorrow! Bye!