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Friday, September 12, 2014

FPS Map Building

Time to whip out the isometric paper, because we're making a layout! Nothing here is set in stone, but the idea's main concept should be prevalent.

I had the concept of building a level around an orbital elevator, sometimes depicted in games as a giant high-powered, high-speed mechanized cargo elevator above the world heading to a space station of base. With this in mind, symmetry is a large participant here, but I'm not the biggest fan of just flat maps, so I want to plan at multiple times through the combat, the elevator's central circle will break off it's bindings and fall behind the outer ring (which has the wheels rolling up the tracks on the back), and thus become lowered, changing the play field. I'd also like to have a theatrical intro to the level having the players ride smaller glass cylinder elevators up to the main one and boarding it before the match starts.

Players have to adapt and prepare for the change, either being stranded on the central platform, or on the outer circle. If you're daring enough, you can jump from the outer ring to the inner circle, but be wary, as you'll take damage from such a drop and be stranded on the central platform until the elevator repairs itself!

Here's the quick drawing I developed, and the photoshopped version. Reference for the story or theme will be displayed afterwards:





Reference:




Accomplishing the simple aesthetics won't be hard - fast panners on textures and swift matinees allows me to just make minimal work of the models, maybe even just make alpha cards, and as long as players notice motion, they will know not to jump off the guard-rail edges... Hopefully.

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