Monday, 9 February 2015

Sky Cube and Dominant Lights

I used a night-time Sky Box, with the moon slightly on top of the map.

I have pictured Victorian Era as a foggy, innovative, dangerous, and with a hint of loneliness. It is this reason that I decided to have a night-time sky cube, because it makes me feel that there is danger in every corner and to add that loneliness feeling. But, to contrast this, I added bright lights to represent innovation; in the future, I will add high-tech steam-punk models. The moon is located a bit on the top of the map because I want the roofs to be highlighted more. So, it can aid players' navigation when travelling the map using the roofs.

Lighting Mood Board

After modeling my map I now turn to develop its lighting.



I'm really confident that my lighting placement reflects the Victorian Era; and I know it does because one of my peers said that he initially thought its a Victorian game even when I'm just blocking it out. So, I know I'm hitting the right spot in developing my theme.

I didn't only place my light points purely because of aesthetics but also to serve as a player guidance. Playing my map for so many times, I rearranged and tinkered their placement to be more effective, and I'm sure that it will work.

Item Pickups

I am going to add equipment pickups, e.g., medic packs and utility items. But, I will not add weapon pickups, on the other hand, you can pick dead player's weapons.The player needs to customize his/her weapon layout before spawning.

I think the reason for me not having available weapon pickups is entirely because of the map theme. I'm going for a civilian town so it is not relevant to have a weapon lying around in the streets. I want my work to be realistic as possible.

Map Objective

I designed my map to be played by a maximum of 20 players. It can be played as team death-match, free-for-all, destroy-the-objective, or as the game mode I have in mind: Domination.

Team Death-match layout
Team Death-Match. Orange X represent spawn points.
FFA layout
The orange X represent the possible spawn points for players.
Domination layout


Team death-match and free-for-all are self explanatory. In destroy-the-objective the 'Government Building' or the 'Civilian Overpass' will be the bomb sites. As for the Domination it is a little bit different than the usual. So, I will explain it further

Domination
Basically, there will be two teams: the home guards (because its Victorian I need a name that will reflect that time) and the rebels (I still don't have a name for their organization). They need to get the powerful weapon from a cargo in 'River Market', the one who weilds this weapon can destroy anyone easily. But, the shipment cargo is electronically switched off from the start in the police station. The two teams need to switch it back on to get it. But, they need to have a plan for this, as switching it on and not having a teammate to acquire the weapon will give the other team the chance to grab it.

I'm confident that these game modes will fit perfectly to my map and will give players different experiences depending on the game mode.

Locations and Landmarks


This is the layout of landmarks on my map. NOTE: The roofs of ALL building are accessible excluding the buildings on the map boarders.

I think my layout of buildings will flow easily; adding a lot of possible routes to get into a certain place each with their respective pros and cons which will make the player act tactically and therefore makes my map re-playable, as there will be a sense of randomness.

Map Flow: Game Play and Navigation

I redesigned my map because I have this idea to add more paths for the players.

The green path is for land navigation and the blue path is for water navigation. The red part is the inaccessible areas. NOTE: Excluding the red areas, all building roofs can be accessed by players.
I designed this map to be a medium paced one. That is why I added a lot of routes making it situational, as a result, players will be more cautious as engagements are always different.

I think that adding more paths will make my map more engaging as players will have more freedom in how they want to interact with the map, therefore, giving them more immersion.

Thursday, 5 February 2015

Revamped My Map!

As I edit my old map I thought that it is too big; the gap between spaces are too wide, the buildings are too big, and a lot can be improved with the tons of peer suggestions I had.

After 3 days of redesigning my map, I had this to play with:



I still have the same victorian-steampunk idea.