Monday, July 27, 2009

The Monday Update: Always Evolving

While working towards my goal of a multiplayer capable level, I finally hit that point where you can no longer look at something without having to fix it. Chief among the fixes required was an overhaul of the Stage 1 bases and the much needed consideration of how my level is to be themed. The geometry making up parts of the Stage 1 bases was hastily assembled and build more as a visual "This is what I want it to look like" reference to the level design. Part of this reconstruction was a full design change made to key areas of the level. The area where the "back" entrance to each base, the raised path in the 2nd screen shot of my previous post, received the brunt of the changes. Initially a staircase on the interior of a 2 level building was the access point to that upper section. The problem with it was the size of the building limited the width of the stairwell. Thus this has been changed so the stairs are a single stairway on the exterior of the building. Other changes to the perimeter walls were made to expand the size of the platforms.

Other changes were made to help apply the very crucial theme element of the level. I realized I had forgotten to give a reason to "where the cart came from." Most payload levels simply don't have a stopping point for the carts tracks, they continue or start from a location extended "through" the level. While you never see the cart on these track pieces you can assume that's where the cart would go from there. I've also decided to focus on creating the feel that the first stage is in a rocky canyon with man-made construction being build on and inside of the canyon walls.

On Sunday I finally got the inspiration to construct one of my 3rd (and final) stage ideas out. Throughout this process I've been conflicted on the design of this stage. Do I do it like Valve did it by focusing the fighting over two massive hills? Do I tie the design in with my other two stages? Do I try something completely different?

My current design solution is kinda a mix of all 3 depending on how you look at it. It features
-Two smaller hills that equal the same size of the last larger hill.
-First small hill is skip if a team wins the first 2 stages.
-Tracks run parallel and are mirrored in the entire stage.
-For the vast majority of the time your teams cart will be on the opposite side of center from your base.
-Out and Back Design. The carts start at one end and work their way toward the other and then turn around and head back toward the center of the map.
-To simplify the amount of track in the area a small section of track will be shared when traveling "out" and "back".
-At the far end is a turnaround section for the cart to head back towards center.
-At the center of the map is the final hill.
-A raised platform connects the top of the hill and the two bases. The carts will be pushed toward each teams respective enemies base (Red toward Blu, Blu toward Red) where the final CP of the game will be located at.
-Upon victory the cart will roll into the enemy base and explode.

This design affords me a great deal of flexibly and accomplishes an overall goal from the start of design. By having the cart explode in the enemy base I bring a degree of reasoning that is missing in Valve's official Payload Race level where the cart simply explodes at the same spot regardless of the victor. The flexibility is achieved through the track design. If it is discovered that the match pace is too slow or its too difficult to win changes can easily be made to fix this problem. Furthermore I can easily add a middle control point that governs a gameplay variable thus keeping a design feature of the first two stages intact in the 3rd.

This concludes a rather lengthy post. I'm hoping to get into a regular schedule of posting on this blog with screenshots posted around midweek and a post (I'll try to keep it not as lengthy) at the start of the week.

Cheers.

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