Playthrough Video (about 6 mins)
Project Manifesto
About Dusk
The "Dusk" will provide a battlefield where up to four players can enjoy a brutal and intense deathmatch in Quake. This map will place a variety of competitive factors and routes that can be understood at a glance rather than complex topographical features to focus more on combat. I hope the players can learn about the map easily and quickly and continue to fight constantly.
Why is it named 'Dusk'?
The fact that I named this map 'Dusk' has to do with the game-feel of the 'Quake' gives players. Based on the theme of darkness and bloodshed presented by 'Quake', the dusk, which means a time when the sky is red and dark, was adopted as the map's name. It also included my desire for players to enjoy this map from morning to dusk or even after.
Create an endless battlefield
What does the map need to allow players to focus on combat only?
1. easy-to-learn routes
2. enemy players who meet soon after a respawn.
3. intrusive main battlefield
4. quick and simple re-supplement
5. minimize interaction elements
6. minimize sniping and covering spots
2. enemy players who meet soon after a respawn.
3. intrusive main battlefield
4. quick and simple re-supplement
5. minimize interaction elements
6. minimize sniping and covering spots
Beginning & 2D views
First, I thought about how map could be an interesting death-match battlefield before I started producing this map. I think what would be interesting whether to include a complex but strategic location or a structure that simple but generate endless engagement. In the process, I recalled the goals of my map, which is two to four players' death-matches. I conclude that, if the map were too wide or complex, it would be significantly loose or boring to play death-match with that map.
I made a list of several factors for that:
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GreyBox
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First iteration of the map made by 'trenchbroom' engine in the form of a gray box. For now, there are simple versions of spawns, each floor that will be a battlefield, and stairs that connect them. The map is not that big because I want players to fight endlessly rather than wasting time searching for each other (to specific, there are only up to 4 players). |
PlayTest 1
The main questions I asked when playtesting were the overall enjoyment of the map, overall action of the map, and how easy it was to learn the layout. The players said the layout and overall strategy of the map were easy to understand but some of them complained about immediate death by rocket launcher right after the re-spawn. |
Changes
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I decided to add armor pick-ups at each of the spawns to prevent immediate death while keeping the fun of fire the rocket launcher. Also, two pairs of portals that connect the first floor and the third floor have added to provide more action choices that the players can make. Now, players can skip the second floor, the most chaotic battlefield, and move faster between the first and third floors. |
PlayTest 2
The second playtest told me many adjustments that I need to make. First, have updated all of the pick-ups include the rocket launcher since 90% of kills have been made by it. I change the rocket launcher to the grenade launcher to keep the advantage of being in the second floor but lower the accuracy of the hit. And I have upgraded all other pick-ups to higher rank as one thing I saw was during a playtest, most of the kills came from new people spawning in and shooting already low health & ammo players. |
Textures, Lighting, and Sky box
Conclusion
To be honest, I feel a lot lacking for my first level/map design. However, my playtesters said my map was chaotic and crazy, but it was really fun. Which I was try to convey, so I was able to keep going. I just hope that through my map, players will enjoy this bloody battlefield.
Want to play my map? Please download the following map file and run it with nQuake.
Want to play my map? Please download the following map file and run it with nQuake.
dusk.bsp | |
File Size: | 2541 kb |
File Type: | bsp |