Level Design Corner is a new blog series I will be posting up for all projects I do involving my level designs / maps / quests. This week I am currently working on my Unreal Tournament 4 Deatchmatch map - currently untitiled. I will be reviewing my progress each day, including my design processes, development, and reflection for each day.
Today (Tuesday 25th August, 2015): Blockout of Map
Just in-case you think you've missed a blog post, for this project I haven't gone too heavy in the planning / pre-production of this map as I wanted to get straight in. I spent around 6-7 hours yesterday researching level design theory from sites such as: World of Level Design, and Gamasutra. Also an on-line magazine; Vertex. After my research and note-taking, I moved onto my map designs. Initially I was going for a Capture the Flag (CTF) map as I have played around before in my university projects in UE3, and after a few design variations (see below this paragraph), I wasn't happy with them.
So, let's move onto my Deathmatch Map. As stated previously, I didn't take TOO much time to plan it out, just a quick sketch that utilised some balanced and well-flowing map design. I have one, hard-to-understand quick sketch that I will attach below as it was only for my reference. For my designs in the future I will be sure to spend more time on their planning.
My Deathmatch Map is ideal for 2-4 players, as it is a small and high-intensity map made for quick skirmishes and constant combat. Today I have been working on a 1st pass blockout ready to test tomorrow with friends, so far I have the groundwork for the map and the general idea I want to take it. I'm still unsure about the theme of this map, for now I am solely focusing on its gameplay then I may consider working with an Environment Artist to finish the map off.
The section above utilisises multiple-platform navigation where the players can move freely in different areas of the map to gain advantage points, or replenish ammo.
Again, this image above exaggerates the use of vertical-ity within the map, and how to navigate through it, either taking the risky advantageous spot, or the exposed ground route.