During September, while working on Rise of the Triad, I was
tasked with creating an additional multiplayer map to be put out in a
post-release patch. I didn’t experiment a lot with it; it was mainly an
exercise in consolidating my knowledge of player directing and communication
into something that will be part of a paid for product. I mainly concentrated
on using colour and the map’s layout itself to communicate its shape and to
guide players towards each other. However, I did some experimental use of the
players’ real world knowledge to communicate certain aspects of the map.
The map is split into two contrasting areas; a large,
dangerous open arena area, where the meat of the action takes place, and a
tighter corridor horseshoeing around it, which acts as a refuge area. For the
design to work I needed to communicate the roles of the two areas, and guide
players into the open so that they meet one another.
First of all, the open area is a bright warm colour and the
refuge area is a very dark cool colour to ensure a visual contrast. The large
arena area is outdoors and the refuge area in indoors, this gives justification
to the colour scheme and taps into the idea of people in a wide open
environment will find smaller indoor refuge areas as they make their way across
the expanse. In semester 1 I read an article from Christopher Totten explaining
his theory about how people did this in pre-historic times and how this was
used in architecture. This wasn’t something I had tested myself, however there were
a few maps in the game already that had used the idea.
To entice players into the open, I used a mechanical
incentive of the game’s powerful weapons. Exits from the refuge area to the
outdoors were lit with a red light, to hint that the outdoors would be
dangerous for them. The corridors themselves also funnel players into the open
by having them point diagonally into it.
A key feature of the map, and USP of the game itself, are
jumpads.
They tend to stand out by themselves because their material
pulsates with a bright sky blue colour. To add to this I’ve used different
artistic methods where appropriate. In the refuge corridor, I’ve placed lines
adjacent to them leading players who are on their way out of the corridors
towards them.
In the central building, I’ve used a contrasting orange
colour and an additional bloom effect. I didn’t want to use a warm colour
inside, as I was already using that to designate exits to the outdoors.
Something I saw in the MA research was the idea that
repeating use of key environmental features confuses new players. I wanted to
prevent this from happening, as the game’s target audience were players’ who
had stopped playing FPS games around the time of Doom, and weren’t fans of modern
games. To do this I made sure that each area had its own key environmental
feature. One area contains a row of radios, whereas another similar area has a
ramp and a lift.
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