Forbidden PalaceFocus: Level Design and Multiplayer Balance
Map Type: Multiplayer first person shooter (recommended 6-12 players)
Engine: Unreal Tournament 3: Black Edition Development Time: 72 hours |
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Theme/Environment:
Forbidden Palace is a secluded Asian temple, nestled high in the cliffs above the ocean. Fierce gusts of wind whip through the trees of the surrounding cliffs, and towering waterfalls cascade into the misty gorge below. A colossal rock arch punctuates the ocean view, as trading ships crisscross the distant horizon. The environment blends oriental architecture with nature: birds chirp in the trees as leaves lazily fall onto hidden shrines; ivy climbs stone walls surrounding ancient fountains and statuaries; waves crash upon the rock cliffs that serve as the foundation for the temple and towers at their peaks.
Gameplay Description:
Forbidden Palace was built as part of an assignment requiring that we adhere to the original geometry of the Quake 3: Arena map: DM-17. Since I had very little leeway in changing the overall geometry of the level, I focused on enhancing player mobiliity, pathing, and juking options through small but significant additions. A room below the main play space houses four portals that allow players to rapidly traverse the level, allowing players to obtain their weapons of choice quickly, and creating new juking options and mind-games for advanced players to outmaneuver one another. Similarly, jump pads on the outer edges of the map open multiple routes the sniping tower, or to shrines that house powerful pickups far from the central play-space. The variety of sight lines, cover, and pathing options makes any play-style viable, from long-ranged sniping to the up-close-and-personal Impact Hammer.
Forbidden Palace is a secluded Asian temple, nestled high in the cliffs above the ocean. Fierce gusts of wind whip through the trees of the surrounding cliffs, and towering waterfalls cascade into the misty gorge below. A colossal rock arch punctuates the ocean view, as trading ships crisscross the distant horizon. The environment blends oriental architecture with nature: birds chirp in the trees as leaves lazily fall onto hidden shrines; ivy climbs stone walls surrounding ancient fountains and statuaries; waves crash upon the rock cliffs that serve as the foundation for the temple and towers at their peaks.
Gameplay Description:
Forbidden Palace was built as part of an assignment requiring that we adhere to the original geometry of the Quake 3: Arena map: DM-17. Since I had very little leeway in changing the overall geometry of the level, I focused on enhancing player mobiliity, pathing, and juking options through small but significant additions. A room below the main play space houses four portals that allow players to rapidly traverse the level, allowing players to obtain their weapons of choice quickly, and creating new juking options and mind-games for advanced players to outmaneuver one another. Similarly, jump pads on the outer edges of the map open multiple routes the sniping tower, or to shrines that house powerful pickups far from the central play-space. The variety of sight lines, cover, and pathing options makes any play-style viable, from long-ranged sniping to the up-close-and-personal Impact Hammer.
Design Highlights
- Environment Design: Create a beautiful environment blending human architecture with a fantastical natural setting
- Level Design: Maximize mobility options for fast-paced gameplay, juking, and mind-games
- Multiplayer Balance: Ensure multiple play styles are equally viable, and use pickup placement to create natural game flow
Environment Design
Level Design
Portal Room
One of the biggest changes from the original DM-17 is the portal room. Located under the bottom floor of the main play-space, this area connects opposite sides of the first and third floors of the level together. The first floor gives access to popular weapons such as the Rocket Launcher and dual Enforcers, while the third floor gives access to armor and health pickups, as well as a commanding view of the play space. This mix encourages rotating flow between the two areas as players run low on health or ammunition.
In addition to the portals, two jump pads in the portal room give access to the sniper tower jump, creating a total of six possible pathing options. Because of these options and the nature of portals, the area creates opportunities for juking and counter-attacking enemies in pursuit.
In addition to the portals, two jump pads in the portal room give access to the sniper tower jump, creating a total of six possible pathing options. Because of these options and the nature of portals, the area creates opportunities for juking and counter-attacking enemies in pursuit.
Jump Pads
While most of the jump pads are similar to the original DM-17, there are a few important additions. Jumps along the edges take players to the cliffs and offer an alternate route to the bell tower to catch unwary snipers off guard. In addition, the cliff sides offer excellent sight lines for sniping, and house two out-of-the-way pickups: Invisibility, and the Berserker pickup.
At the top of the fountain is a jump pad that propels the player straight up into the Keg of Health under the floating platform. The back of the fountain offers a double jump to the Quad Damage. Players taking this jump from high enough (e.g. falling from the Quad Damage to it) can chain a triple jump that travels all the way to the bell tower. Players may also access the bell tower by taking a double jump from one of the two pads in the portal room.
Multiplayer Balance
This map shows ideal weapon ranges for certain areas. In the portal room and near the lower level portals, close range combat dominates - such as with the Impact Hammer. On the bottom floor with many enclosed walls, close and mid range weapons are ideal, such as the Rocket Launcher. Looking upward to the more elevated, open levels, the mid/long-range Link Gun and Dual Enforcers reign supreme. And far off from the main play area, on the cliffs with a commanding field of view, the long-range Sniper Rifle is the weapon of choice.
The weapons are placed near areas of their ideal use. Most weapons cluster towards the lower levels to force players into close quarters and conflict. The exceptions to this are the Sniper Rifle at the bell tower, and the Redeemer in a hidden room under the bell tower.
Complementing the weapon placement, health and armor pickups line the edges of the battle-field, encouraging players to retreat and replenish when low on health. The exception is the Keg of Health, which is in the dead center of the arena floating high in the air, forcing players to risk exposure to obtain it.
The Quad Damage pickup sits on a floating platform above the main play arena, and is easily accessible but difficult to keep. In contrast, the Invisibility and Berserk pickups hide in the remote edges of the map, encouraging players to explore these areas and improving flow throughout the entire play space.
The Quad Damage pickup sits on a floating platform above the main play arena, and is easily accessible but difficult to keep. In contrast, the Invisibility and Berserk pickups hide in the remote edges of the map, encouraging players to explore these areas and improving flow throughout the entire play space.