HENRIK SANDIN

Level Designer

Tri-circuit

Level Design & Environment creation

Gameplay screenshots

(South area)

In the earlier iterations of the map I had a few hallways, after a lot of testing, I felt that the hallways were a bottleneck on my map. They slowed down the gameplay speed because they took to long to run through and which lead to that the map seemed empty. To solve this I placed out jump pads on both ends of the hallways. This meant that the players transitioned through the hallways quicker and entered combat faster.

(Cave trench blockout)

(North area blockout)

(Hallway B blockout)

(Hallway B)

(West area finished)

(Last iteration)

(Hallway A blockout)

(North area blockout)

(West area blockout)

(Environment screenshots)

(North area connection blockout)

(Hallway A)

(North area)

The south area had a similar problem as the north area. The problem was that the player who was on the bridge had a height advantage, this was because enemies could only come from below. I needed to add a specific path that could flank the bridge from above. When I did this another problem was created, players could now stay on the flanking path and have the same advantage they had on the bridge earlier. To solve that problem I made sure the path was very thin in width so if a player stayed there too long any explosive projectile hitting the wall behind her/him would lead to taking damage.

During the creation of this level, I mainly wanted to challenge myself with the visual aspect of the map. I took a 1-year-old level layout, that I created specifically for the gameplay experience. I wanted to take this layout that had absolutely no planning in areas like, proping, environment, lighting and turning it into something that is visually pleasant without affecting the gameplay.

(West area)

(North area connection finished)

My first plan for the map was to turn the entire map into a mineshaft. After I had completed a 1/3 of the maps environment, I felt it was going to be too repetitive doing the same over the entire map. With the rest of the map I chose to turn it into castle areas to get some variation. I played with the thought that the creatures who lived there were destroying rocks to make room to build a castle. When almost all of the different environment areas were done, I wanted to create an area that was a hybrid between both of them. Thus, I had 3 main areas with different layout and visual design, making it easier for the player to navigate.

(Hallway A finished)

(First iteration)

(North area finished)

(South area finished)

In the west area of the level, I previously had a much larger playing field. The size was around double of what it is now. The main reason why I changed the area, is because it didn't see much activity. The area became more of a transition zone before the change. When I removed half of the room the activity increased and it felt more like a combat area.

(Cave trench finished)

One area that saw the most change was the area located north on the level. At the start, the area felt a bit empty and when a player was on the elevated area, he/she had too much control of the flow and outcome of the game. It was simply a bit overpowered. To balance this I added 3 new paths that lead to the elevated area. When I implemented this into the map, the player had a harder time keeping control of the elevated area since there was more paths enemies could arrive from.

(South area blockout)

(Hallway B finished)

Tri-circuit is a deathmatch map for Unreal Tournament designed for 6-8 players. The map revolves around the player always being on the move, seeking out covers, leaving and entering different combat scenarios very often.

When I created the layout for the map I had many iterations, that changed a lot of things. The first draft I created, put down the core of how the flow of the map was suppose to work. The major changes I did from the first iteration to the last, was changing weapon placements, accessibility of different areas, teleporters as well as removing areas that didn't see much activity and making hallways quicker to travel through.

(North area finished)

Specification:

Summary

  • Development: 4 weeks
  • Engine: Unreal engine 4
  • Game: Unreal Tournament
  • Mode: Multiplayer - Deathmatch(FFA)

 

 

(South area finished)
(First iteration)
(North area blockout)
(North area connection finished)
(North area finished)
(Last iteration)
(West area finished)
(Cave trench finished)
(Hallway A finished)
(Hallway B)
(West area blockout)
(Hallway B blockout)
(Hallway A blockout)
(North area connection blockout)
(Hallway B finished)
(South area blockout)
(Hallway A)
(Cave trench blockout)
(North area blockout)
(North area finished)
(South area)
(West area)
(North area)