Process Journal - qnf613/Dusk-MyQuakeMap GitHub Wiki
2020-10-04] the first step toward the Dusk
First, I thought about how level could be an interesting death-match battlefield before I started producing this level. 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 level, which is two to four players' death-matches. I conclude that, if the level were too wide or complex, it would be significantly loose or boring to play death-match with that level.
I made a list of several factors for that:
- The big frame of the map is a circular structure.
- Players will be respawned from eight random spawns.
- Each spawn will have routes to two different floors.
- There will be pick-up items in the middle of each floor.
2020-10-07] first design plan for the Dusk
The brief plan of the Dusk has been updated, check it here ➡️ 2D top-down
(blew image is the thumbnail of the updated(10/12/2020) top-down image)
2020-10-09] The base frame of the Dusk has been made
The first and most basic framework of Dusk was implemented 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). But the map is so simple that I'm worried it might hurt the players' interest, so I think I'll change it later.
2020-10-10] The formation of walls to give the impression of a room
I tried to add walls to the frame made earlier to give the impression that each spawn and central area are connected but different spaces.
As I mentioned at the end of the journal yesterday, the level was too simple, so I revised the plan a little bit on the first floor. The first floor now has lava, the pick-up gun on the second-floor has been set up as a rocket launcher to push enemies into the lava, and the pick-up on the first-floor has been changed to an additional rocket to encourage such knock-back plays. I haven't tried the playtest yet, but if the rocket's power is too strong, I'll change it again.
2020-10-12] The last step in the gray box before the playtest
To be honest, the structure of the map was so simple that it was not difficult to implement it. It just took a lot of time to fill in the gaps between the walls and the stairs... Anyway, the structure of the level, the location of pick-up items, and the location of the 'death-match spawn' for players, etc., I think all I can do at the gray box stage is complete. All I have left is playtests with other people.
- Portals are not implemented yet because I need to learn more about it. It will be added as sooner as possible.
2020-10-14] Walkthrough video uploaded
- Click the image to go to the walkthrough video of the Dusk
2020-10-16] Playtest feedbacks
After the end of the gray box phase, I tested my level with three playtesters, and then I asked them to answer a form that could evaluate the level.
Start with the overall enjoyment of the level, which evaluated like this.
I think my level got a good overall score with two high scores and one average score. Let's get in deep.
First of all, I'd like to talk about things that went well as I intended. Looking at these images, I think the easy, fast, and endless battles that I wanted to provide to the players were clearly conveyed.
The level itself is small and simple, so players were not felt difficult to learn about the level.
Next, this time, let's look at the unexpected responses one by one.
Is it because the level is too small? The two playtesters answered that they had too much experience of dying right after they spawn. It's true that I wanted the players to come back quickly, but I think it was way too fast.
There were many problems with pick-up items. Playtesters understand why each pickup exists in the center of each floor, but two of them do not seem to understand the strategic meaning of each pickup. I can understand why the rocket launcher was more powerful than I thought it. Because of that, most battles occurred only on the second floor, and additional ammunition or recovery items did not have much meaning as the level of tempo was too fast.
(Complains about roket launcher)
The feedback-based modification plan is as follows:
Create a cover at the spawns - to prevent death as soon as the player re-spawned, although it will not be helpful if players are re-spawned at the same place.Update 10-18-20) Adding a cover can guarantee a safer re-spawn, but paradoxically, it can't make a big difference because players can't see another player hiding behind the cover, so the plan has been scrapped.- Pickup changes -
the most problematic rocket launcher changes (other general guns? or weapons that can push the enemy away?), reinforce healing item, and ammo item to another healing item (because players never used all of the ammo before they died).Update 10-18-20) Decide to place the armor item on each spawn to keep the fun of rocket launcher and prevent it as possible as the player from dying immediately after re-spawn. Also, due to the armor item added, the ammo items are added more.
2020-10-19] Change according to plan
Before
- Spawn
-
1F
-
2F
-
3F
After
-
Spawn
-
1F
-
2F
-
3F
2020-10-19] Portal added to provide a more colorful battlefield
Two pairs of portals (total 4) that connect the first and third floors were added. Now players can skip the second floor, the most chaotic battlefield, and move faster between the first and third floors.
2020-10-21] Add some architectural / sculptural details
This time we added elements that do not directly affect gameplay but add elements that add visual interest: architectural/sculptural details.
-
The portal has changed from a simple square to an arched structure.
-
I added a window with bars to each spawn so that the player can see the skybox through it and make them feel they are in a colosseum (the battlefield of gladiators).
Before
After
There are only these two details at the moment but I plan to add more details when I working on the texture later.
2020-10-23] The second playtest
After the addition of architectural/scriptural details and the modification that I learned from the first playtest, I proceeded with another playtest.
Again, let's start with the overall level of enjoyment.
The evaluation of overall enjoyment is the same as the last playtest. To be honest, I don't know whether to take this positively or not.
My intent doesn't get ruined even I changed some part of the level.
The difficulty of the level seems to have increased a little, with the addition of a teleporter and pickup changes.
The next thing is the one I most cared about the level. It's about spawn.
The average score of 5!!! I think it's the best balance for the purpose of the level which is the deathmatch.
Let's talk about the pickup items this time.
Previously, two out of 3 testers questioned the meaning of the pick-up item, but this time they answered that they could understand the purpose and meaning of my pick-up items, more clearly.
Alright, last, let's check up the comments for the second playtest.
The feedback-based modification plan is as follows:
- Make map a bit larger.
- Upgrade armor item to yellow armor = to provide little more chance to survive from the explosion.
- Change rocket launcher to grenade launcher = Since about 90% of the kills were caused by rockets, I learn that the rocket launcher's power is still strong even I add the armor. It is to increase the difficulty of hitting explosive and increase the use of regular shotguns a little more.
- Consider adding open spaces (such as lava areas on the first floor) on the second and third floors. (I don't think I will do it)
2020-10-25] Applying texture and light
Modifications have also been applied, and now it is the application of textures and light, the final phase of level design.
Overall, the level was decorated using brick-ish textures.
I just ruled out the torch. Because on some walls, no matter how high the grid setting is, I was able to place the torch on the air only, not on the wall.
(Look at this bloody sky!)
More details can be found in the upcoming Walkthrough video.
2020-10-28] Walkthrough video for the final version & my thoughts
- Click the image to go to the walkthrough video of the Dusk
Finally, the Quake Level Design Project has been completed. To be honest, I feel a lot lacking. However, the testers who playtested my level said my level was chaotic and crazy, but it was really fun, so I was able to keep going. Of course, if the average response to this final version is not positive, I will make more corrections. I just hope that through my level, players will enjoy this bloody battlefield. I'll see you later. Thank you for reading it.