Saturday, 28 May 2016

Version 48 - Lighting experiment

Now I am happy with the layout, I did a little experimentation with materials and lighting.

Though this isn't a good final lighting setup, I still find it quite pleasing and kind of shows how the level is futuristic in style in the way it reflects off the material I have chosen.






Version 47 - Cracked it

I think I've cracked it.

I found that in the centre, if I want it to be large, it spreads the players out too much and they don't get into fights, but if I make it small, the ramps take up too much room.

By going back and looking at some pictures I took in Liverpool One of their circular area, the answer is:

Curved stair cases!

By having curved stair cases around the edge, I can make the centre not too big, but still make it feel open and imposing by having the vertical movement around the edge of the map without ramps impeding the players view.

Luckily there is an actual Curved Staircase BSP brush built in, so they are comparatively easy to make vs manually making them.



Friday, 27 May 2016

Version 45 - Tackle that centre!

I'm going to get the centre of the map feeling right, so I think drastic measures are in order.

Experimentation with new layout, removed ramps as I feel that was contributing to the 'large yet cramped' feeling of the centre area.

Extra platform around inside of centre.

Added a tall wall to the centre to make it feel imposing.

Map not playable: centre in re-build.



Version 43/44 - Continuing refinement

General refinement and small experiments.



Thursday, 26 May 2016

Peer review 3 - Scale

After a bit more time of working on the map and having scaled down the side areas, I have engaged in another peer review.

Players felt that the new side areas were much better in scale, improving the speed of the map.

The new concern is the scale of the central area, which could be too large.


Peer review 3 - Actions

With the sides now feeling much better, the next major action for the project is to try and get the central area playing right.

Players deemed it too large, but when it is smaller, the ramps make it feel cramped, so I may need a complete re-think.

Wednesday, 25 May 2016

Version 42 - Playable!

New version ready for playing and ready for feedback!

Changed the gantry experiment into a platform.

I have a good feeling about the side areas, though the centre may now be too large in comparison?




Version 41 - New blockout complete

The blockout feels complete.

Now the re-itemisation of the level.

Experimented with some extra walkways above the centre area.


Version 40

I think just a couple more hours and this will be in a good state.

I should take a break, but I am in 'the zone'...




Tuesday, 24 May 2016

Version 37-39 - Looking promising

I have a good feeling about this, now I just need to get it to a playable state!

Progress:





Version 36

Ongoing re-build:

Ramp refinement.



Version 35 - Feedback re-build!

Ongoing feedback has concluded that the side areas are still too long.

I am currently in the process of re-building using re-designed ramp pieces based on the sketches I made.

These new ramps are designed to overlap heavily to shorten the initial flow of the side areas by almost half.

Fingers crossed.




Monday, 23 May 2016

Peer review 2 - Playable version

After working on the blockout to a playable state, I engaged in a peer review, where I asked players for feedback. Below are the questions I asked and a summary of the feedback received.

"I have been working on this map for a few weeks since the first review and I would like some feedback on the current state of the map.

1. I have removed the floors from the middle of the side areas to make players use the paths. do you think this works?

2. I added lifts to the sides of the centre area to get up onto the highest level. I am thinking of changing this to be one lift in the middle up to an exposed gantry so that players need to make a risk/reward decision. could this be a better idea?

3. I have reduced the number of players from 16 (8v8) down to 12 (6v6) because there were too many players and the flags were never getting captured. do you think this is a good balance or should there be even less players?"


Outside of the questions, the main general feedback from the playtest was that the map felt too large. The side parts were the main problem, being too long and straight.

For question 1, it was agreed that the removal of the central floor was a good change, as it emphasised and forced the flow of the map.

Question 2 people liked the idea of the lifts and did agree that a single lift could make a better gameplay element for players.

On question 3, there was some difficulty in judging due to the map scale, as the players felt there were not enough players for the map size, but more players created difficulty in gameplay due to no flag captures being possible.

Perr review 2 - action plan

From the feedback, it is obvious that the map has problems with scale.

Actions:

I will be attempting to address the size issues.

I will keep the open floor as it does add to the gameplay.

I will develop the lift and gantry area, though I feel this may be detracting from the focus of the map.

Sunday, 22 May 2016

Version 33 - Clutter

Experimenting with level clutter to see how it affects gameplay.

Added chairs and tables (from basic Unreal Engine meshes) to the central area (it is meant to be a food court type area).


Version 32 - Flow force

Keeping the lifts for now, though I am still unsure.

Major change this version:

Removed floors from level side areas to force use of the paths provided!

I think this will have a good effect on gameplay.

Screenshots:



Version 30/31

Further refinement based on the previous feedback.

Began experimenting with interactive elements such as lifts to see if it would be a fit for the level.



Version 29 - Feedback changes and more

In this version the wings of the level have been shortened based on player feedback.

Due to the fast nature of the game, some players felt that these long side areas were a bit of a slog due to them being kind of linear and straight.

A couple of other changes in this version:

A podium for the centre powerup

Some cover for players on the lower central path.

Old side layout:

New side layout:



Saturday, 21 May 2016

Version 28 - Wall experiment

Added a wall to stop players and bots escaping the level, but kept a thin ledge for players to use as an alternative route to the flag.

It is quite exposed so it is at risk from long range weapons if opposing players notice them being sneaky. This is a conscious design decision.


Friends play test 1

As I have recently got the map into a playable state, I thought I would get some friends to play and review my map.

One of my friends is a veteran UT player since the original in 1999 and knows a lot about map flow and balance!

Suggestions:

"Reduce overall wall height (easier translocation between levels)

Add roof to mall areas to create claustrophobic feeling (But not too much, still vaunt them or arch them or something) central area should be grand, vibrant and open.

Potentially reduce length of map. Currently feels like running into guns. This may be due to bot numbers though.

Alter weapon placement: Longer range semi accurate weapons around base. Accurate weapons in sniper perch, up close scrappy weapons in open dome area. Weapons in the dome are needed for the assault, should create fighting in central area."

They said they saw potential in the design, but it is certainly not there yet.

Version 26 - Feedback changes

Refined the flow of the upper level.

Added some cover and adjusted positions of sniper posts based off player feedback.

Top of wall is accessible, though may include this as gameplay element. (experimenting)



Version 25 - Experimenting

Currently experimenting with some gameplay elements/pathing.

Added a wall to each side of the upper section of the central area to change flow.


Friday, 20 May 2016

Version 24 - Itemised and Playable!

Itemisation of the level is complete at a basic level, and the level can be played with a full compliment of 16 bots.

Playing the level myself feels okay, though I think it is quite large for what it is, especially the centre.

I think I may need to experiment with scale more when I get some player feedback.





Version 23 - Blockout complete

After copying and rotating the completed half and placing it at the other side of the centre, the blockout geometry is complete.

The weapons and other items still need placing, but I'll be doing that as my next task!

I think I should take a break for a bit!




Thursday, 19 May 2016

Version 22 - Mostly there

I think I'm getting close to a playable version now.

Finished the base.

Added a sniper lookout structure for base defense

Changed barrier structures as I realised placing hundreds of small barriers would be tedious. Made and easily editable two-post structure that can be changed to any length or angle.

Walking through the level, it seems to feel okay, but I will need some user feedback/play tests.

Progress shots:




Version 20/21 - Taking shape

Started adding bases.

Started with some elements that I would like that would affect gameplay, such as barriers.

Barriers are there to stop players walking between top and bottom, but can be jumped.