top of page
PROJECT OVERVIEW
PROJECT PITCH
A small (80mx80m) FFA map for my own shooter.
This project is possible thanks to the Stephen Ulibarri tutorial on a multiplayer shooter that helped me learning multiplayer and C++ basics for game development.
PROJECT MOTIVATIONS
Learning multiplayer games basics (Replication, RPCs)
Playtestable multiplayer shooter map
Play a shooter with my friends, in wich I can tweak instantly what bovered us.
DESIGN INTENTIONS
ENVIRONMENT INTENTIONS
City under construction
Level elements : Teleporter / Jumpads / (Ziplines)
Bridge linking two buildings in the center of the map
Unfinished buildings with scaffoldings
An area with only the base of a buildings and a few walls
Tower cranes bringing items that can be "floating platforms
GAMEPLAY INTENTIONS
Each building have it's own color to orient the player
The more height you have the less cover there will be
No very tall buildings to avoid OP spots.
Fast paced FFA, so no long line of sights with no cover
Everywhere on the map the player can jump to go somewhere else
Apex legends inspired buildings and cities, the player can enter from everywhere or have unexpected LOSs if he can perform some movement tricks
First gameplay intention
LAYOUT
First draft
LAYOUT GOALS
I made this layout before the blockout to have a global idea of what I will do.
The layout is not detailled since I'm alone. In a group project, I provide a detailled layout once I experimented with my first ideas in blockout. This layout purpose is to be as clear as possible to get the level validated by the team.
BLOCKOUT / GRAYBOX
MAP BREAKDOWN
The map is separated in 4 distinct areas,
Each area has a specificity from top left to bottom right respectively :
Only base buildingswith a few walls
Little houses group
Overall tall building with a jumpad in it
L shaped building with a higher part
AREA OVERVIEWS
Top view
Top view
Interior view
Top view
Interior view
Top view
Interior view
FEEDBACKS IMPLEMENTATIONS
CLUNKY JUMP AND UNBELIEVABLE SPACE
This area was bad because the only jump was on a tiny space and the worst of it is that you bump your head on the ramp above half of the time, plus you don't have room to move as you want. The big hole is also supposed to be a big window but why does it have only the corner builded ? It's too weird and not particulary inresting gameplay-wise.
To patch this I added a complete floor to have room to move, cut the ramp in half to avoid a weird jump and bumping your head in it and the window is now broken in a more believable way.
USELESS AREA / TOO MUCH COVER
This area was bad because it was in a corner with no particular highground and too much cover and no real line of sights. So the first reflex of a player, if he spawned in the building was to instantly leave.
I first adjusted the building by breaking down walls but the wasn't enough because the building is in a corner so you wouldn't move there by default it was just an ok option if spawned in. So I added a complete new floor and added up back some walls for the first floor
bottom of page