Sunday, 21 February 2016

Map Conception - Prototype development 3


At this point I feel the map development is coming along nicely, but I feel there is something fundamental missing from my current iteration.

While the horizontal layout is getting the feel I want, taking as it is inspiration from the Facing Worlds design element, I think the vertical gameplay of Deck 16 is missing. The gantrys should connect between the two levels vertically in some way.

I decided that short ramps with small central points would fit better with the Mall theme than the long ramps of Deck, while getting the same result.


These small central platforms would also serve as placement points for weapons or pickups, as 'bait' to make the player want to change level or direction.

At this point I was pretty happy with the design and so I added some clutter and walls to help with showing how it might play.


 I added pillars in to help with line of sight interruption, and the green areas are places for possible lifts, should the design require them later. I think before adding lifts in I would do some level blockouts and get gameplay feedback from actual playtesting later down the line.

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