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MY OWN SHOOTER
FFA MAPPING

SUMMARY

(Clickable)

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Solo

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12 hours

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Level Design

PROJECT OVERVIEW

WORKFLOW

DESIGN INTENTIONS

LAYOUT

BLOCKOUT / GRAYBOX

FEEDBACK IMLEMENTATIONS

DOCUMENTATION

TRY THE PROTOTYPE YOURSELF !

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Try it with some friends or alone to just explore the map by yourself

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.

WORKFLOW

Not validated

ITERATION

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Validated

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Setting up LD metrics

Setting up level intentions

Implementing ideas on basic blockout

Taking feedbacks after playtests

Polishing validated ideas

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

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First gameplay intention

LAYOUT

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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

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AREA OVERVIEWS

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Top view

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Top view

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Interior view

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Top view

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Interior view

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Top view

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Interior view

FEEDBACKS IMPLEMENTATIONS

CLUNKY JUMP AND UNBELIEVABLE SPACE

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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

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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

DOCUMENTATION

LEVEL DESIGN DOCUMENT

CHECK OTHER PROJECTS

PERSONNAL PROJECTS

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Solo

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3 Weeks

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Shooter
 

CUSTOM MAP
FOR MY SHOOTER

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Solo

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3 Weeks

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Mech-RPG
 

METAL
SUIT

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SCHOOL PROJECTS

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10

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3 Weeks

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Co-op puzzle

EXPERIMENT
BUDDIES

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