Hello everyone!
I am sorry I am late to the party. I've had some busy weeks making this blog very postponed. I was thinking of updating this as I was working on the map, but now I will do it in bulk instead. In this post I am going to talk about my map and the design choices I've made for it at this time. A little bit about myself. I'm a Level Design student at The Game Assembly in Malmö, Sweden. When I saw that the people over at NWI had this competition in cooperation with Mapcore and Gamebanana I was very happy. I really like the source engine, and I found this to be a great opportunity to make a complete map from scratch and work on my personal pipeline as well as getting to know the engine, contribute to an awesome game and compete against you guy's awesome maps! When I first began making my map I was really tempted to just jump right into the engine and produce the most awesome map ever made. But I decided to play it cool and do some planning, paperwork and research first.
I've played Insurgency since it was only a mod, I wanted to replicate it's excellent gameplay in a game like DOI. I love what they did with DOI but what I do not love as much is that I find the maps to big, making the player run a bit too much and less focused on fighting. In Insurgency the maps were big, but they felt more combat-oriented which I loved. So my idea was to make a map inspired by the gameplay in Insurgency but make it a tad bigger to get the feel of the large scale battles from WWII. The final result is a medium sized map with both plenty of props and cover, but also some open areas with high visibility.
THE LEVEL OVERVIEW
[Blocked Image: http://i.imgur.com/JZYMF9n.png]
RESEARCH First off, I looked up some things about WWII and looked at all kinds of photos. I also watched movies such as: Saving private Harambe and Band of Brothers. This inspired me and when I randomly stumbled on the german village Heidelberg, I knew I wanted to make a map with a bridge as a centerpiece. I gathered a couple of images from the web and sat down and tried to sketch out a rough draft of the level and its key areas. During this stage I wanted to find a look and feel of the map that I would find interesting. I settled down with these two designs. http://i.imgur.com/nITtXn3.jpghttp://i.imgur.com/OocJuB9.jpgFIRST BLOCKOUT When I was satisfied with the sketches I began the first blockout pass in the engine. Here I quickly encountered some problems. I had no acutal knowledge of how to build a city and make it feel real. Therefore everything I threw into the level felt stale and unrealistic. The distances and street sizes either felt too broad or to narrow of just plainly wrong. I solved this problem by choosing a scale and size of the streets that I was happy with. This opened up the possibilty to lay down the foundations of the city and then construct buildings on top of that. After the streets were placed, everything went smoothly and I was speeding through the blockout phase. After the initial greybox were put down, I started detailing the buildings. I wanted to see how they turned out and how I could design them to both feel realistic and provide good gameplay possibilites.
http://i.imgur.com/O58hZHo.pnghttp://i.imgur.com/JbWBMRG.pnghttp://i.imgur.com/fum5bVu.pnghttp://i.imgur.com/t1dB9N5.png
Soon enough I encountered some problems again. The visibility was too great, the line of sight was outrageous across the map and everything felt to big and distant. This led me to make the decision to start redesigning the buildings and shorten the width of the streets. This solved most of the problems and it felt very good. Yes, I know one pictures is a screenshot of a screenshot..
http://i.imgur.com/aHY5Kp1.pnghttp://i.imgur.com/ETyYAAv.pnghttp://i.imgur.com/W2MM1gj.png
But even though I had cut down the distances of the map it still felt too big and the streets were taking up most of the space. The bridge was enormous too, making it feel very out of place. Most of it had to be reworked and redesigned once again. This took a lot of time. It is very important for me to have an idea in mind when designing the level. In my level I wanted to have tight corridors with limited visibility, open areas with great line of sight and flanking opportunities. I want the player to feel both enclosed and exposed depending on the areas. Since the bridge is my centerpiece and middlepoint, for the liberation game mode, I wanted it to be no man's land. This to make it very hard to take for both teams and a highly valued point. On the bridge you are exposed and even though there are a lot of cover on the bridge itself, because the bridge is surrounded by highground positions located in the buildings surrounding it.
http://i.imgur.com/0WnshYZ.pnghttp://i.imgur.com/3lpkC6N.pnghttp://i.imgur.com/3QOV40U.png
GAMEPLAY DESIGN The concept of this level is something I call rubberband gameplay. Rubberband gameplay is a dynamic form of gameplay, in this case it is to push the frontline forward and back. Much like the tides of the sea.
Being a former competitive CS player, I wanted the different sites to feel unique, play fun and promote different tactics. The sites should be different but in the same time design to promote map balance.
THE BRIDGEhttp://i.imgur.com/ZeWU7py.png The bridge is an excellent piece to promote this kind of gameplay. For now, this is the only way to cross over the other teams site. By forcing this movement, all players will naturally gravitate towards the bridge point. This promotes intense firefights and strategic thinking and cooperation to take the bridge. To take the bridge both teams will have to take up good positions, smoke, grenade and assault and cover at the same time, otherwise they will just add to the bodypile. The bridge is a valuable target because the team taking the bridge first will have a wave advantage and at the same time push the frontline forward. It takes both of the teams the same time to reach the foot of the bridge from their spawns. This promotes more-combat-less-running gameplay. And here is the design philosophy behind this design.
- The team taking the bridge first will have a wave advantage - meaning more reinforcements.
- The attacking team will controll the frontline, therefore deciding where the firefights will take place.
- The team taking the bridge WILL take heavy casualties no matter what.
By this design the team taking the bridge will have certain options.
- If they play aggressively they can attack the other teams natural site and try to capture it fast - this is risky since they probably are few in number.
- If they fail the push the defending team will easily retake the bridge - turning the tides.
- If they opt to play defesively to allow themselves to gather their respawned team mates they will give the defending team time to do the same and set up good defensive positions.
ALLIED NATURAL SITEhttp://i.imgur.com/HLUm7Eq.pnghttp://i.imgur.com/bYzaINp.pnghttp://i.imgur.com/tVe9t73.png
The allied natural site is a tight site revolving around a destroyed half-track with a mounted AA-gun. Adding to the setting of the level. The site is full of good defensive MG-nests and holdout spots. It is also connected by tight corridors and alleys, making it tough to defend if you want to cover all the spots. The MG-nests are good to defend the corridors but exposed to certain sniper angles in the surrounding buildings. This is to promote the axis team to coordinate multi-pronged attacks to the sites and take the surrounding buildings to help their assaulting teammates. Because of the superior sniping angles in the surrounding angles the allied team will try to defend the buildings as long as possible even if the bridge falls. AXIS NATURAL SITEhttp://i.imgur.com/L6OiXuy.pnghttp://i.imgur.com/zeglDXy.png The axis natural site is more open than the allied site but more exposed to flanking manouvers performed by the allied team. The site is a big mounted AA-gun, once again showing the significance of air control in the area for the story of the level. The team holding the AA-guns will hold the skies. The axis site is more open but the same as the allied team the site is more deeply designed. The surrounding buildings are important. They provide high ground for their assualting/defending teammates, they provide cover from artillery fire and they open up paths to the objective.THEME I wanted the level to feel like there had been battle but not full out war. Therefor a lot of things are destroyed but there are still things that are whole. I wanted to show the struggle of winning and losing the bridge making it very exposed and chaotic while the different buildings in the city weel more strategically used.