Monday, 8 October 2018

Game - Level Design (Map Overview Design Photo)

In this post, I will be describing a map overhead design which I have created, in the development process of my game.

Map overview inspiration
In my planning phrase, I originally considered producing a laser tag game which could be considered a training mode to introduce the controls and mechanics. From previous knowledge of computer games, I was aware that lots of shooting games, especially FPS games, tend to use a map plan of a level. 

Below are two examples of images which I used as inspiration for a map radar style, when drawing my game. These two images use dark, grey shades and colours to keep it plain. 

Map overview of 'Terminal', one of the maps in Call of Duty: Modern Warfare 3.

Map overview of 'Dust 2', taken from an early version of Counter-Strike: Global Offensive.


My Map Design:


How the player progresses through the map:
The player will start off in the green zone (top left) and they need to progress to the red zone (bottom right). They will encounter stationary enemy turrets (green circles on image below), and targets (red/yellow/black combined circles on the image).

The player begins by walking and turning around stationary walls, which introduces them to the movement mechanic. They will turn right and encounter their first set of enemy turrets, which can be shot with their gun (introducing the aiming and shooting mechanic). 

Following this, there will be a yellow door which stops the player from progressing. They will need to shoot a rotating target, to unlock the door. After progressing through the door, they will have some further enemies to shoot down.

At this point, they will be at the bottom left of the map, and need to unlock a door again through hitting a rotating target. When this second door unlocks, the player will encounter a laser minefield, filled with lasers at different positions on the y-axis to avoid. This introduces the crouch and jumping mechanics to the player.

Afterwards, the maze will open up slightly to allow the player to explore slightly more, but will still encounter stationary turrets which can damage the player.

At this stage, they will be in the top right corner of the map, and will need to continue to progress by travelling over an orange bridge with moving walls which can push the player into the water on the floor and cause them to restart the maze.

When they pass the bridge, the player will enter a boss battle arena, and need to defeat a large scale moving AI enemy. If they win, the red area will be unlocked, which the player can enter to complete the map.



Evaluation:
In conclusion, I felt that I should produce an overhead map design of my level to help me plan out how mechanics could be used. Having this map design should make it easier for me when I build my final game in Unreal, as I've got plans and a layout to build upon.