Hey, guys! See, OP delivered. In this post, I'll be discussing a few big design decisions I've made with my current project.
In last week's post, I briefly discussed the option I made to essentially cut off one half of the map due to flow. The reason why I decided to do this was because in most, if not all KF maps, or any horde-based game, the maps usually go in a circular flow. Even though my map is currently based off of a real place, it caused some issues. Not only was the section of the map a giant funnel, it also served as a giant dead end. After play testing for a bit, I was able to come to this conclusion. I'd run around, go there, and get stuck. From my standpoint, I felt like it wasn't the way the game was meant to be played. So, I decided that I had a real choice to make. A) Just build the map the way it was meant to with everything, or, B) cut it down and build a more circular oriented map that fit more with the game's play style. I will go into some detail about either option.
First: I will talk about leaving the north end of the map. If I did, it would be a lot more accurate to the complex. Being able to reach that other side would be really cool and would offer some intense situations. The fact that a team of players getting pushed back and only only having a certain distance to push sounds pretty cool...on paper at least. Those are the only real benefits I see to keeping it. The downside of keeping it would be more development and assets to make for the level, which would (excuse my vulgar French) would be a pain in the ass. A lot more time and effort would have to be made to have that north side work. This would serve more in the interest of novelty, than design. Offering something cool, while possibly sacrificing something that will give the player a more fulfilling experience.
Second: On cutting the north end off. Honestly, some of you may think I could be lazy for doing this (frankly, you wouldn't be wrong), but it's also a little deeper than that. Like I said, having just the south end makes more sense. It has a circular flow in which the player/s can continue running around the map collecting ammo, or thinking of a strategy. It's not completely cheap, or busted, because the player/s can't camp, the must keep moving. This is essentially what most horde games try to achieve with their maps. Now, I will be honest, I haven't played what is considered "a ton" of Killing Floor, but I enjoy the game, and I have played more games like it. All good maps generally try to keep the players moving from spot to spot until they either win or lose. In addition to jut keeping this side, I can work on it more, and refine it. Granted, I won't have the entire complex to work with, I feel like it will be fore the best.
Since I'm giving myself to GDC (which is not too far away anymore), I feel like it will be a better decision to go ahead and cut the north side. Now, I won't completely delete it forever, but simply cut it off. I'd like to keep it around just in case I decide I maybe want to go back to it one day and add it. Who knows, maybe I want to add that, and the hotel. Which, would be a super pain, but it could work. Who knows. For the next couple of weeks, I want to finish it up. I really need to kill the Destiny and XCOM wagon and seriously work on this. I'm extremely close. So far, I have the whole layout the way I like it done. Now, I just need to play around with some white-boxing, which shouldn't be too difficult. Maybe take a few days. After that, I'm basically home free. Whether or not I'll make art is up to me, and honestly I'm not entirely sure. I'd like to find some decent textures and models. I will probably have to go to the free route if I can't produce something that I can agree on. As far as stretch goals go, I'd like to do some really cool lighting. Like, super dope lighting. I mean, I am a beginner, but I could give it a shot, and I feel like it's something that can get done. Once again, I just need to get out of the rut and do it.
So there ya have it. That's a quick rundown of my current choices for the KF map I'm making. Hopefully I'll be able to produce some better stuff for you guys to look at in the future. Below, are some pictures trying to better illustrate my thought process.
First: I will talk about leaving the north end of the map. If I did, it would be a lot more accurate to the complex. Being able to reach that other side would be really cool and would offer some intense situations. The fact that a team of players getting pushed back and only only having a certain distance to push sounds pretty cool...on paper at least. Those are the only real benefits I see to keeping it. The downside of keeping it would be more development and assets to make for the level, which would (excuse my vulgar French) would be a pain in the ass. A lot more time and effort would have to be made to have that north side work. This would serve more in the interest of novelty, than design. Offering something cool, while possibly sacrificing something that will give the player a more fulfilling experience.
Second: On cutting the north end off. Honestly, some of you may think I could be lazy for doing this (frankly, you wouldn't be wrong), but it's also a little deeper than that. Like I said, having just the south end makes more sense. It has a circular flow in which the player/s can continue running around the map collecting ammo, or thinking of a strategy. It's not completely cheap, or busted, because the player/s can't camp, the must keep moving. This is essentially what most horde games try to achieve with their maps. Now, I will be honest, I haven't played what is considered "a ton" of Killing Floor, but I enjoy the game, and I have played more games like it. All good maps generally try to keep the players moving from spot to spot until they either win or lose. In addition to jut keeping this side, I can work on it more, and refine it. Granted, I won't have the entire complex to work with, I feel like it will be fore the best.
Since I'm giving myself to GDC (which is not too far away anymore), I feel like it will be a better decision to go ahead and cut the north side. Now, I won't completely delete it forever, but simply cut it off. I'd like to keep it around just in case I decide I maybe want to go back to it one day and add it. Who knows, maybe I want to add that, and the hotel. Which, would be a super pain, but it could work. Who knows. For the next couple of weeks, I want to finish it up. I really need to kill the Destiny and XCOM wagon and seriously work on this. I'm extremely close. So far, I have the whole layout the way I like it done. Now, I just need to play around with some white-boxing, which shouldn't be too difficult. Maybe take a few days. After that, I'm basically home free. Whether or not I'll make art is up to me, and honestly I'm not entirely sure. I'd like to find some decent textures and models. I will probably have to go to the free route if I can't produce something that I can agree on. As far as stretch goals go, I'd like to do some really cool lighting. Like, super dope lighting. I mean, I am a beginner, but I could give it a shot, and I feel like it's something that can get done. Once again, I just need to get out of the rut and do it.
So there ya have it. That's a quick rundown of my current choices for the KF map I'm making. Hopefully I'll be able to produce some better stuff for you guys to look at in the future. Below, are some pictures trying to better illustrate my thought process.