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Process Journal

Marcos Sanchez edited this page Apr 16, 2020 · 12 revisions

2/29/2020

I looked over some classic multiplayer map layouts for references to what stood out to players and why they enjoyed the map. These revolved around Nuketown, Shipment, and Crash. I want my map to be fast-paced, memorable, and easy to learn. Id like to have the player being able to move quickly through the map creating an intense multiplayer experience. Each one of these maps played out similarly. There were set in a small/medium area with plenty of covers but still had the players moving quickly never lost looking for each other. This to me feels better than circling the same areas with no players in the site.

(Call of Duty: Black Ops Nuketown Top-Down MiniMap)

(Modern Warfare Shipment Top-Down Minimap)

(Modern Warfare Crash Top-Down MiniMap)

3/2/2020

Started a rough layout of the map-based on my 2D top-down map, this includes simple walls and stairs. Starting to get a feel for the editor and how the textures work. Screenshot (2)

Screenshot (1)

3/8/2020

I completed a rough layout of my map. I'm starting to think about placement for weapons and items on the map. To avoid a blocky feel to the map I started to alter the pillars.

3/10/2020

I uploaded my grey box layout explanation. I'm starting to see a few places where players might camp, I'll have to find ways to avoid this. I have a few locations where I plan on placing guns/items for the players.

Quake Grey Box Showcase Video

Screenshot (3) Top view of the upper floor

Screenshot (4) Lower level water entrance

Screenshot (5) Lower floor scene

3/29/2020

I started to place some of the drops scattered through the map. In addition to that, I began to finish the lower level of the map. Screenshot (7) Screenshot (6)

#4/2/2020

https://forms.gle/p21gTqYXcnp8HfwU7 After reading some of the responses I realized 2 things. The item drops were randomly placed through the map and the lower area had to be populated. I will say there could've been placed some other health drops and ammo better. The lower area will be edited in a later iteration. I want to have the water area minimized as well not allowing the players to be able to camp in it.

4/4/2020

Screenshot (9) Screenshot (8)

4/10/2020

I quickly realized that the spawn points I originally had were too empty and pointless. I redid them to all be symmetrical. Each player now spawns in their own "sewer cage" but to differentiate the areas the spawn areas have no weapons so the players have to run to either side to received ammo, armor, or a weapon. This allows a bold soul to push for the middle of the map rather than being gunned down. Screenshot (7) Screenshot (8) Screenshot (9)

After reading some responses, I knew I had to stop players form camping in the water sections. At first, I wanted to make tubes for the player to float through be I started to think of lighting issues I would have as well as how it would affect the upper level. I soon came to the conclusion, the only way to scare people off would be to put killer fish that home in and attack the players Screenshot (10) Screenshot (12) Screenshot (13)

Here are some of the reviews I received. All around everyone seemed to be ok with both iterations of the map. I tried to meet a middle ground as far as the layout. I also tried to distribute the ammo and armor evenly through the map, trying not to clump drops together while still not just placing the all around Screenshot (19) Screenshot (20) Screenshot (21) Screenshot (25) Screenshot (26) Screenshot (27) Screenshot (28) Screenshot (29)

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