Thursday, September 25, 2014

GD: Eternity's Horizon Breakdown!

So, as promised, here's the breakdown of my FPS level! It turned out a bit different to what I expected-- I put in some things, took a few things out, streamlined, and most of all tried to make it slightly harder to fall off the map.


Of course, I didn't really have time to create my own assets from it, so it was pretty useful that my suggested aesthetic matched that of the default UE4 pieces!
As you can see from the top-down, there's some pretty obvious changes! First of all, there's a significant gulf that the players have to cross if they wish to engage the enemy in one-on-one close-up combat.
To cross this gulf, you have to use vectors to make death-defying leaps!
Another way to engage with the opponent is to scale those giant sniping towards using up vectors.
Each sniping tower has a counter-tower, so you have to always be on the lookout! Spawn points, however, are protected by a screen that allows players to shoot out, but not in. Also notice how each side of the map is colour-coded to each team! I was told that the red made players feel like they're dying, so I may have to tone it down a bit...
All in all, I think people had fun on my map! It was right at the end of the crit, so instead of really going on people stuck around and played it a few more times. As it has multiple potential paths, one really has to have a plan or strategy on which way to go! Using the up vectors to get to the sniping point gives you a great vantage, but you're also very exposed on your way up. Running around on the ground gives you versatility, but also puts you at risk of snipers. This is a map that really keeps you moving around, and I think the vectors really helped bring that idea home!

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