Monday, 16 May 2016

3D Computer Game Engines - Initial Blockout Process

I jumped in and began my initial blockout process using static meshes, it didn't take long, building from a top down layout to gain a rough shape for my map.


Following this build, I was informed that the base blockout should be developed using BSP brushes and not static meshes, following this I began converting the blockout into BSPs.

Whilst changing out the static meshes for BSPs, I shortened the overall length of the branching corridors, allowing me to adapt my floor plan. The aim was to effectively nullify the chance of any player sitting in the corridors overlooking the enemy base, shooting enemies as they spawn, as spawn-camping is somewhat of a problem in some of today's modern shooting games and must be kept in mind with regards gameplay and functionality.


I added the walkways seen above to the map and then began to iterate upon my map design, the main change I have made through iterations is the side corridors were changed and are now vastly different.

Whereas the original blockout did not have the 3 tiers proposed in my original design plan, the iteration was created so that the three tier plan would be brought into play.
I cut off the four corner rooms from the branching side paths and place elevators in each respective resulting corridor, the elevators were place to move down to a lower tier consisting of a crossover network of tunnels.
These are in theory, to act as a navigational aid as well as a puzzle also, which means with some study of the map, any player could become used to the tunnels and utilise them to their advantage, escaping from other players with the flag in hand, boosting their chance of scoring points for their team. This ultimately achieves the game's goal, fulfilling the 'X' of the game and providing the game with a winning and losing team.


Following iteration, I have begun to add spawn points, weapons and ammo, health and armour pickups to accompany the flags in both the blue and red team's respective bases at either end of the map. From here I will be both play testing the map with 15 bots myself and also conducting my first peer review cycle of this unit to gain feedback on multiple aspects such as map size, weapon/health/armour placement and overall functionality.


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