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Process Journal

JakeRe edited this page Oct 28, 2020 · 45 revisions

Process Journal

Entry 1: Formulation of Ideas and What I Want To Accomplish: 10/6/2020

In starting the Vindication project, I knew that before I began, I should familiarize myself with Quake and how the player is able to move within it. I figured that considering I had played the modern incarnation of Doom, in both Doom 2016, and Doom: Eternal (2020), that I would be prepared for the speed at which the player would be able to move. I was half right. While yes, the player could move fast in both aforementioned titles, Quake was a different animal entirely. I could move incredibly quickly in relation to the enemies of the level and to previous games that I had played. What I knew then, was that the map needed to support this fast movement speed. Not necessarily making it a large map, but by making movement and elevation changes a central theme. Verticality, and a circular flow, I felt would do the best to utilize both of these features. As for color palette, I wasn't entirely sure, until I checked out Trenchbroom's texture library. Trench broom had a large variety of stones and fires, but what drew my eye was the stained glass windows. This, was where I found my inspiration, and I would go and make a sort of gothic cathedral for the map. Albeit with a circular design.

Entry 2: Map Rough Draft: 10/6/2020

After I figured out what I wanted to accomplish I started to draft up the first design of the map. I wanted to use an octagon as a base and have an obelisk at the center. So I made a bunch of the map into a network of octagons. A large amount of the cover in the map would be the pillars that held up the ceiling on both the top and bottom floors. To mix things up, I also wanted to have an element of lava on the map to give it more of a foreboding theme. As a result, I made the first draft of the map, with a total of sixteen pillars and eight staircases, one for four sides of the octagon and four for the player spawn areas.

Entry 3: Beginning Grayboxing: 10/12/2020

Today marks the start of the Grayboxing process for Vindication, this aspect of the design was a bit tricky, as I am new to the Trenchbroom engine, however rather than start with the center of the map and working my way out, I am starting with the player spawn zones. The reason that I am doing this is two fold, the first is to give myself a sense of scale as to how large the map is going to be. The second being that I want to get an idea for where I want the first floor to end and the second floor to begin. The octagonal shape of the spawn room also gave me an idea as to how I would make the much larger central chamber. Something that I had noticed during our time in playing Quake's death match mode, is the pathing in relation to health pickups and weaponry. When I figured out where the Grenade launcher was on the map, that was the weapon I found myself sprinting for the most. As a result, I am making an addendum to the obelisk idea. The obelisk is the center piece of the map from the bottom floor, but it is also where the most powerful weapon on the map is going to spawn.

Entry 4: Grayboxing issues: 10/12/2020

What I noticed after going through a first pass with the graybox is just how open the map is. Quake has a fast pace playstyle, and as a result a lot of the maps are smaller, tighter and with more enclosed space. Where as Vindication has a ton of longer sightlines. What I am going to do to fix this is change up a bit of the upper level to fit more of an enclosed design like a cathedral balcony. With some windows peering down onto the lower floor in some areas with walkways up top leading to the tip of the obelisk and leading down.

Entry 5: Grayboxing Completion: 10/13/2020

After noticing the issue, I decided to leave the map as laid out on the original design plan for the sake of testing, and I have added some nail gun placements just to enhance the longer distance combat that this map offers. The idea of having the power weapon on top of the obelisk still stands, however I will wait to see how people play the map first and foremost before I make any additions.

Entry 6: Grayboxing Walkthrough: 10/13/2020

Gray Box Walkthrough

This is a video showing the graybox of the current version of Vindication. There are a few elements that differentiate it from the previous version, such as the inclusion of four additional spawns on the second level and having four nailguns on the map for players to pick up. There are two that are on the second floor and two on the top floor.

Entry 7: Some Adjustments to Graybox: 10/14/2020

After doing some movement testing with the game, I adjusted a few of the slopes in the game using the clip brush to enhance the flow of the map and making the player not jump to ascend certain inclines. This was because before the player could get stuck on some of the geometry and that could cause some frustration and slow the flow of gameplay.

Entry 8: Further Graybox Adjustments: 10/15/2020

There were a couple of issues that I ran into regarding the stairwells in the towers, in which the player struggled to climb up the geometry due to the physics engine. So I added a clip brush to make ascending the map a lot easier.

Entry 9: Play Testing: 10/19/2020

After running a playtest from a match with a few players, I had learned a few important details about the design overall. The first thing being that the items on the map felt as if they were placed at random to a majority of the players. That being the ammo on the lower floor and health on the upper floor. That is one of the more important aspects of the level that need to change, as it was one of the lowest rated scores on the survey that I sent to my testers. Players did find it easy to find others, which is good, however an issue that I have with the map is there are areas that the players would go to that would be death traps later. So, I'm thinking I'll make aspects of them more playable. Potentially adding a teleporter to take them to another part of the map in these sections in the lava. There were also textures that were missing from the playtesting variant when we went to play with it. So I'll need to change those textures accordingly.

Entry 10: Play Testing: 10/21/2020

These are some data representations of the results of the survey from the play test. From what I had learned from the survey is that the thing that needed to be improved for the most part is the placement of items and the placement of spawns on the battle field. The items being the thing that received the lowest average of all of the other questions. As a result I had added more items and made the rocket launcher in the direct middle of the map guarded by some walls.

Entry 11: Level Alterations and Geometry Changes. 10/21/2020

As a result of the feedback that I had received from my play testers, I had altered the positions of some health items, using them to guide the player to the landmark and the rocket launcher in the middle. There are four symmetrical bridges that lead up to the top of the obelisk in the middle. I added a few walls that surround this room to add a focus onto the rocket launcher, and I want to add a light that's being cast onto the rocket launcher. Giving it this aura of being your salvation in the darkness of the temple. There are archways in the walls that lead into the obelisk at the center. As well as there being windows on the outside and only half of the walls on the inside have them. This is meant to give the symmetrical map a way to make the sides distinct. Also, I noticed that players spent a lot of time battling in a more open section of the level that is supposed to be a hazard. So I added a platform just beneath the edges of the map where players can spawn in, allowing them to have a safe spot to jump down to as opposed to taking the ramps. Offering another exit and an additional layer to the flow of the map. Next I added some more pillars on the top floor, giving the players more options for cover as they fight on that level. Lastly, I refined the geometry around the ramp leading up to the top level from the middle, giving a player transitioning from the bottom floor to the top floor more cover than previously. I also changed up the ramps leading into the top level to be actual stair cases, these are uneven for a few sections to give the illusion of them being poorly constructed, as I wanted to add a feeling of ancientness to the structure, making it feel old and improperly made. The pillars are also just plain, as they were not important to the structure of the overall function of the map before the players arrived.

This Before and After is of the Stairwell leading up to the top of the level. This is the stairwell before the geometry got refined This is after

This Before and After is of the Central Obelisk

This Before and After is the Overall Map Top Floor

Example of Architecture Changes

Entry 12: Second Playtest Session Feedback 10/25/20

While the new additions to the lay out went over well, there were a few exceptions that stood out to me that I wanted to fix. The first of which is the balancing of the rocket launcher. The rocket launcher is too easy to acquire for players, and the person who picked it up first was the one who dominated the match until their health was gone. The rocket launcher's knockback too could launch players into the surrounding lava pit. As a result of this from playtesting I am going to change up the weapon from the rocket launcher to the grenade launcher. This could also be a cause of the other issue where another player said that they didn't spawn safely all the time. I think that changing what the power weapon is on the map could do a lot to help. This was the one negative aspect of the level that my players made clear to me in this round of testing. What came up after this was the areas that I added in that iteration, that being square platforms on the edges of the octagon. I wanted to give players the option to jump down and away on the outside, however, it was clear to me that these inhibited the flow of play and I was the only one who used them, so I took them out of the game. Two of the players ranked their overall experience as very positive where as the third player ranked it very negatively. This however, I think is due to the spawn killing problem as addressed in the early half of this entry. What I also changed is the navigation aspect of the map, I wanted to make it clear where the players were in relation to the center, and the respective halves.

The intended affect of the changes that will be applied will be that players will die off spawn less frequently, and prevent players from being launched into the lava on the surrounding of the map through changing the map power weapon. Another issue that came up was navigation, since the map is symmetrical and looks like it's circular, there isn't much that deviates one half from the other. This comes down to the textures that I had chosen for the pillars and the lighting. Since the symmetry is a part of the map's design overall, I knew that I needed something to differentiate them, as such I made a "Heaven/Hell/Purgatory" texture layout. That's something that I'll explain in the next entry.

Entry 13: Texturing and Lighting 10/27/20

The following screen cap is of a textured area that I refer to as "Purgatory" the map is divided into two halves based on the texture of two different pillars. One being red and dark and the other being bright white, these sides are "Heaven" and "Hell" respectfully. The intent here is to create an environment that showcases a corruption of an originally saintly temple, hence why the rest of the map uses darker textures, and the brightest light in the map is also where the strongest weapon can be found. The emotion and feeling that I wanted to invoke was that the temple is the last hope against a creeping corruption. However, there's hints in the map that this temple is not saintly, as when the players get into the undercroft of the map they see the blood and skulls that are the foundations of the obelisk, meaning that the map has been this way for a while and things have gotten out of hand. To give the undercroft an ominous feeling, the lights underneath are all a pastel red color, to also give the lava an enhanced glow. An issue that I had run into when it came to looking at the weapons on the bottom floor, I noticed that they were a lot harder to see due to the red lights and it being a black item, so what I had done is I used some lights and set the weapon as a target for it to focus on . This created a bright circle underneath the item that illuminated it better for players to see.

An example of the Heaven/Hell Dynamic on the upper level The Contrast of the in engine lighting with the pastel red lights and the lights of the upper level of the temple.

Entry 14: Texturing and Lighting 2 10/28/20

What I had changed up with the texturing of the pillars and of the focus temple is small but impactful, the pillars felt a bit bland and didn't quite create the ancient temple feeling that I was going for, so I made them into columns by extending the top and bottoms as well as adding differentiating textures for them. I also altered the texture for the upper level columns to make the hell columns more in line with this choice. The towers also I felt ended too abruptly, so I extended all of them upward and added the sharp archway leading outward. This made these towers feel more distinct on the upper level. Then, I added some more columns in areas outside of the play space, this was done in order to give the map a more believable setting. Because the platform that the upper level is on is supported more from the inner layer, and there is a lot more weight on the upper level away from the columns. So what I did was copy some of the columns and extend them to the lava underneath the platform.

Example of the texture alteration and addition to the pillars.

Example of the additional pillars on the bottom floor

The light highlighting the nailgun

Entry 15: Walkthrough Video 10/28/2020

Vindication Level Pass Walkthrough

This is a video that I made showcasing the final lighting and texture pass of the map.