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Deathmatch Paper DesignTower Tower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players and bots start with 3 clips for rocket launcher and no ammo for rifle.Blueprint need to be changed tin order to test with botsHere is a refence image for level environments. Overhead map sketch: (Different art style can be applied in this map to help player reduce feel of repetition, for example, diving map into 3 sections with different main color)

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Page 1: WordPress.com€¦  · Web viewDeathmatch Paper Design:Tower. Tower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players

Deathmatch Paper Design:TowerTower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players and bots start with 3 clips for rocket launcher and no ammo for rifle.(Blueprint need to be changed tin order to test with bots)Here is a refence image for level environments.

Overhead map sketch: (Different art style can be applied in this map to help player reduce feel of repetition, for example, diving map into 3 sections with different main color)

Black blocks (Non-traversable objects and tall cover objects) are taller than player, for example, wall. Player behind them cannot be shot by players in front of them.

Grey blocks (slightly elevated objects and short cover objects) are slightly elevated comparing to ground. At least half of player’s body is exposed, and players can jump on those covers and move in those areas.

Page 2: WordPress.com€¦  · Web viewDeathmatch Paper Design:Tower. Tower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players

Players can enter Yellow blocks (area to access to 1st floor) area to switch the floor they are at. Players at 1st floor can use 3 aisles to get 2nd floor. Players at 2nd floor can use 3 aisles and the big hole in the middle to get 1st floor. Players can jump through the big hole to get to 1st floor (losing some health) or they can stand at second floor to shoot player at first floor.

Pickups in sketch are bigger than actual objects in game for reviewing.

This map focuses on mid-range rocket launcher combat, instead of traditional rifle combats. This change is made intentionally for three reasons:

1. Rocket launcher is useless comparing to rifle.

After asking several players to test with AI, it appears that rocket launcher need at least 2 shoots (directly hit to enemy’s body, or ground around enemy) to take down an enemy. This makes rocket launcher only can provide some advantages for users in mid-range combat. Rifle has faster reload speed, more ammo in one clip, and higher DPS (damage per second). Player who use rocket launcher fight against players at same level or skilled players (AI) in short range will always lose. Plus, due to speed of rocket, rocket launcher is not effective in long-range combats. This is also the reason rifle ammo is placed in most dangerous area instead of launcher ammo.

2. Rocket launcher can create more interesting gameplay.

Because of blast radius the rocket launcher has, players are not able to stand at corners to wait for someone coming. Clips with 3 ammos (players need at least 2 to kill an enemy) and huge noise also encourage players to move all the time. Plus, just using slightly elevated objects and short cover objects in rocket launcher combat can guide players to the position we want. Imaging a situation, two players are using launchers. One is on the elevated area, another is on the ground.

Red lines represent the area that can deal damage to players. Players on the “high ground” are harder to be killed. Knowing this, players are more likely to get those areas which have fewer pickups or no pickups. This also make those players are vulnerable to rifle, which can reward players who get rifle in most dangerous area.

3. Rocket launcher’s gun feel is better than rifles’.

Players should spend more time using weapons with better gun feel.

Page 3: WordPress.com€¦  · Web viewDeathmatch Paper Design:Tower. Tower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players

The first stage is built on the idea that it’s hard to get rifle ammo but once players can get the rifle ammo, they should have obvious advantage in combat. Red circle indicates the hole on the second floor. If players enter this area, they may be shot by players at second floor. This avoid players camping around 3 health and ammo pickups in the middle.

There are only a few tall cover objects and many slightly elevated objects in the central area. It will be an open area in casual shooting game, but in rocket launcher is not. Like I mentioned, players at the same height is harder to kill each other. Player will try to get those “high ground” (slightly elevated objects). However, once player get rifle ammo, he can easily kill anyone on the “high ground”. One group of health pickups are placed around rifle ammo to reward players who try to get rifle ammo. Another group is placed in the corners which is easy to get in safely but hard to stay in. Two groups of health pickups are both far away from hole which players on second floor can jump through. This made players to think twice if they should jump or not.

If one player, A, on the first floor want to get second floor encounter another player, B, on the second floor want to get first floor by aisles. B have to fight A who is in open area. A can hit B easily since he is in a narrow hallway. This design is trying to balance the situation that players have two ways to go downstairs but only one way to get upstairs.

Page 4: WordPress.com€¦  · Web viewDeathmatch Paper Design:Tower. Tower is a deathmatch map for 4-8 players with two floors, which focuses on mid-range rocket launcher combat. Players

The second floor is designed for rocket launcher combat. “High grounds” have no pickups but can provide benefits during combats. Health pickups are all placed in the corner. Combing with “high grounds”, corners make players hard to “camping” around health pickups. Plus, if players are trying to attack players at first floor. It’s harder if they want to do it around health pickups.

There are no pickups provide in aisles. They are not the places that players should stay in. Cover are also provided in aisles which give some advantages for players who are trying to get to second floor.