Nathanaël DUSSAUD
Level Designer Junior
MW2019
Trailer
The Game
Software used
Unreal 5 (BSP + Blueprint)
Visio
Powerpoint
Word
Gameplay
Genre : Arcade multiplayer FPS
Developers : Alone
Time to do it : 3 weeks
General Informations
What I have done
-
Level Designer :
-
Made the 2D/3D part of the game
-
Script some features
-
Put all the GPE in the level
-
Test the level
-
Correct it
-
Pitch of the map
This map is called “Landing” and it proposes two layout. One layout is an intact city where the covers are pretty obvious and the corridor easy to hold. And the second layout is the same city after some bombs were landing on it. Giving some other opportunity, expand the corridor or some access become more complicate to reach.
It inspires from the call of duty’s map call "Strike Zone" where a nuke one land change completely the map. The only difference with my map and this one is, I don’t want to change too much the map in term of terrain. Because for me the negative point of Strike Zone was that the new terrain after the nuke erase completely the verticality and the advantage you can have from it. And It’s easy to spawnkill with this terrain
Intentions
-
Play with the verticality (Switch between the different floor levels quick enough)
-
Adapt the map for the close and the long range (huge straight line and tricky corner)
-
Offer some originality by having a changing layout during a game
-
Create enough landmarks/unique places for the player in order to know his accurate location
-
Offer different environments to the players
-
Make it playable with all the GameModes
Inspirations
My inspiration for the map was Paris for the verticality and the architecture of the map. And Amsterdam for the water side of the map and also the verticality.
And finally Strike zone for the mechanics of the map intact and destroy.
2D map
I create my layout by using the same codes than the Call of duty franchise. Three vertical corridors and three horizontal, a spot where you can see a huge part of the map and a middle which became a real battlefield by being open.
Corridors
Spot
After I had wrote the codes of a call of duty map. I made the 2D Layout on Visio of the intact part.
I worked by splitting the map in different huge workshop.
Once the map done I placed the different objectives and spawns from each main gamemode (SND, Hardpoint, Domination)
For the destroy part, my will wants to change the different workshop without touching the global layout of it. So, finishing the 2D Layout of the intact part, give me a huge base.
Blockout
After everything done on paper. I used Unreal Engine 5 during two weeks and a "FPS template" to make everything which must be done (colors code, 3D, implemnting the GPE...).
And after a few playtest, I corrected every wrong aspects and unclear workdshop through the map.
Then I made a LDD to explain every intentions around the workshop and how I worked on it.
In the document I explain where are the locations of the flags for example, because in the map there are not in the right place for a good experience of the map
The document gives also more explication about the intentions from every place in the map.
Blueprint
For the main mechanics I used a template. But I also made a quick blueprint script to switch the map from intact to destroy by pressing N. I did this to give an opportunity for the playtester to switch the maps when he wants.