Friday, September 12, 2014

Making an Isometric Level Design- FPS


Setting: Kunar, Afghanistan
Time: Modern Day
Time of day: Daylight, morning/sunrise
Terrain+Architecture: typically destroyed ruins of previous inhabitants and heavy pine forest as well as very squirrely terrain with rocks and elevated levels










While difficult to shoe in an Isometric Map, my level design for a FPS map is Unreal takes place in the Afghan highland with much elevation difference for dynamic fighting and combat.

As an asymmetrical map, both sides need adequate balance to make sure the firefight is not a one sided fight, however with the dense foliage beyond the river and the ruins on the opposing side, both factions or team should have decent cover in combat.

The flow is based off the the three lanes format from previous FPS and allows for players to start at the given spawn points and quickly find action without being overpowered by enemies.

Landmarks like the river, the outlook and the ruined walkway allow for players to recognize areas they've been and strategize on how to best maneuver around the enemy.





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