The Door Problem of Combat Design

Let’s say I’m making a level for a classic first person shooter. To start, I build an arena and add some monsters. I don’t want the player to be attacked as soon as they start the game, so I add a hallway to one side of the arena and start the player there.

doorProblem_arena.png

Here the “E”s mark enemy monsters in the arena and the “P” is the player start in the hall.

My level is simple, but I’m happy with what I’ve built, so I invite a friend to playtest. My friend walks along the hallway, enters the arena, and alerts the monsters, all according to plan. Then things go wrong. Instead of fighting in the arena, my friend steps back into the hall and fights from the doorway as the enemies funnel in. Instead of a dynamic gun ballet of dodged projectiles and swirling destruction, my friend has turned my level into a shooting gallery: dull, safe, and slow. Continue reading “The Door Problem of Combat Design”

The Good Sewer Level: Reference Dump

In preparation for Quake Sewer Map Jam, I’ve gathered a bunch of references from my favorite sewer levels in games. I also recorded a playthrough of the Dunwall Sewers from Dishonored. I intend to record similar videos for these levels below as I have time in the coming weeks.

If there are other good sewer levels you think I’m missing, let me know!

I am also interested in knowing more about the development process behind these maps. If you happen to know who worked on these levels—or if you worked on them yourself—let me know!

Mirror’s Edge (2008), “Chapter 2 – Jacknife”

Level design by Elisabetta Silli
Mirror’s Edge team credits

Titanfall 2, “Blood and Rust”

Level design by Davis Standley
Level scripting by David Shaver
Titanfall 2 team credits

Wolfenstein: The New Order, various chapters

Level designs by ???
Lighting art by Tomas Lidström
Wolfenstein: The New Order team credits