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Multiplayer level design

Multiplayer level design 
Luke Burling 

Inspiration 
The level is inspired by Bond-esque lairs such as Safin's lair that was in the film No time to die (2021), The idea can allow the possibility of various levels of verticality, differently themed rooms, and inclusions of different functions that can be included in the level 
Node Diagram:
As seen in this node diagram the level is designed to be split into 3 distinct areas, with each being connected to by a staircase as well as a separate one to allow players to easily move around the map in a simple loop. 
Also, jump pads are planned to be integrated to allow players to access to hard-to-reach areas as well as giving players fun mechanics for them to play with. 
Version 1:
Here it can be seen the 3 different areas, in these different areas weapons, health as well as a power up were placed in certain areas of the map. The stronger weapons and powerups were placed in harder to reach areas, for example the berserker powerup was placed in a room where if a player manages to lock another player in before escaping a kill zone will be activated leading to a risk reward situation. 
As well every room loops back round to the main area at the start of the top of the map, this was done to ensure players had options for where to go/escape to, and to try and insure that players cannot simply camp in hallways. 
Version 1 playtest feedback
The playtest showed that overall, the players were satisfied with the map, players were happy with the flow of the map, as well as happy with the level of verticality the different rooms had, and one player stating that they were happy with how there were different routes to get around. 
For areas that need improving, the main thing is the spawn placement, spawns were in areas that were too open allowing for spawn killings to happen, as well some weapons are too strong or useless, and another major issue is that players were getting stick in the water that is situated in the main room, and the jump pads will be reworked or replaced with lifts, as they were stated to be too finicky, as well an issue of players primarily playing in one area occurred, due to the fact a powerup was placed in the prison room, therefore changes will need to be considered for this aspect of the level. Apart from those, smaller changes include some minor changes in scale, as well as strengthening the theme of the map to players. 

The changes that will be made are as follows: 

- Spawn rooms will be added to help stop spawn killings 
- As well as weapons that were noted as being too strong or useless will be removed 
-The water level will be increased so that players can escape it easier 
- Some jump pads will be replaced with lifts 
-To help with map navigation pipes will be added across the top of ceilings to give players natural guiding lines 
- Some slight scale adjustments 
- And aesthetic additions to help strengthen the theme of the map 
- The addition of another power up stationed in another area of the map to make players move to different areas of the map and not just the prison room 
Version 2:
All alterations that were highlighted from the playtest were integrated into the map, spawn rooms have been created as well as more spawn points to allow a more spaced-out player spawning, some jump pads were replaced with lifts while others jump pads had a set path implemented into them to make the jump pads less finicky for players. Glowing pipes were added to give guiding lines and to push the theme of the map to players, also in the main room the walls were completely removed and instead replaced with pillars. This allows for more interesting cover and lowers the chances of camping.

An addition of a teleport was added into the reactor room, this leads to the upper level of the top room, which gives access to a grenade launcher as well as higher ground. The rocket launcher and toxic gun were removed as they simply were either too powerful or useless within the map. As well a powerup was placed into the top room. These changes will help make players want to explore more of the map by having it so each room as something important within them 

And for minor changes, in the reactor room some glow was added to the giant canisters to make it more apparent that they are reactors, as well as slight scaling down and up in certain rooms, and finally additions of extra buttons to trap a player into the prison area with the berserker power up were added to heighten the risk to obtaining said power up. 
Multiplayer level design
Published:

Multiplayer level design

Published:

Creative Fields