Training Courtyard is an unreleased Team Deathmatch level for Battlefield 3 I've created in my free time.
What worked?:
-The enemy is easy to make out against the environment.
-Layout is easy to navigate thanks to the radiotwer.
-Object placement allows user to easily remove much angle of exposure.
-All elevated camping spots have flanking routes to them.
-Most areas has multiple paths to them.
What needs improvement?:
-The theme of the level is not strong.
-The different areas look very similar, they need to become more unique.
-The level only supports the Team Deathmatch gamemode.
-Layout doesn't support snipers.
Time taken to create: 43 hours.
Yakov Georgievich Chernikhov was an architect. He created a huge amount of drawings, approx. 17.000. Yakov's drawings inspired me to create this level.
The layout is a standing "8", instead of the usual prone "8" deathmatch layout.
Yakov is a duel level, therefore only pulse rifles are available in it. Most conflicts will be close to one of the many pillars, forcing the player to not only be precise in their attacks, but also to anticipate the enemy player's movement.
--> Click here to see a video showing the level's environment and gameplay.
--> Click here to download Yakov's Tower for Unreal Tournament 3.
Bridges was mainly created as a way of teaching myself the basics of Sandbox Editor 2.
There are small and medium islands surrounding the large middle one.
The smaller islands have:
-Good view of the large middle island
-Mostly only one bridge reaching them
-Small amount of cover
The medium islands have:
-Good view of the small islands
-Always three bridges reaching each of them
-Medium amount of cover
The large middle island has:
-Good view of the medium islands
-Large amount of bridges reaching it
-A large amount of cover
If a player tries to hold a small island, another player can counter this by navigating to a medium island. And so on. The player has to always keep in mind which island she's currently at, or she'll quickly get outflanked.
The challenge: how to create an entertaining singleplayer campaign for Half Life 2. The result: RitW is more of a Half Life campaign than HL2 campaign; it focuses on smaller areas, a more focused player-path and environmental storytelling.
I developed RitW together with Björn Sundström. Björn has written the concept-,mood- and story-document for the level. We've together worked on the pre-production planning of the level layout. I, Per, have worked on the realisation of the level; the level design.
RitW is a single player campaign, so only one player at a time.
--> Click here to see a playthrough of the campaigns first chapter.
--> Click here to download Rat in the Well for Half Life 2.
Many of the paths and weapons in Escalation will only become available after some time have passed. When one of the flags is captured, the paths and weapons reset. Time your attack right, or you will find yourself losing the battle.
Plays best with 4-8 players. The gametype is Capture The Flag.
--> Click here to download CTF-Escalation for Unreal Tournament 3
DM-Mansion Sjast was an exercise in creating more realistic architecture. Plays best with 2-4 players. The gametype is Deathmatch.
DM-Mansion Sjast requires the October 2010 version of Unreal Development Kit. It can be downloaded from UDKs official website.
--> Click here to go to the UDK website
--> Click here to download DM-Mansion Sjast for the Unreal Development Kit
DM-Dangle is a fast paced, medium sized map. It's set in the middle of a ravine, forcing the players to stay focused or fall to their death. Plays best with the Deathmatch gametype. 2-6 players.
DM-Dangle requires the October 2010 version of Unreal Development Kit. It can be downloaded from UDKs official website.
--> Click here to go to the UDK website
--> Click here to download DM-Dangle for the Unreal Development Kit
VCTF-Crumble gives the player three different routes to the enemy's flagroom. A short/risky, slow/safe and a average length/safety. It's made for the Vehicle Capture The Flag gametype. Best with 8-12 players.
VCTF-Crumble requires the October 2010 version of Unreal Development Kit. It can be downloaded from UDKs official website.
--> Click here to go to the UDK website
--> Click here to download VCTF-Crumble for the Unreal Development Kit
DM-Deluge is based around the jump-pad mechanic. The biggest challenge in development was the optimization of the map. Plays best with the Deathmatch gametype. 2-4 players.
--> Click here to download DM-Deluge for Unreal Development Kit
DM-Immure is my first map created for Unreal Tournament 3. The map plays best with the Team Deathmatch gametype, with 4-8 players.
--> Click here to download DM-Immure for Unreal Tournament 3
Dead Conversation is mainly created for the Versus gametype. The map gives the Infected access to almost every roof in the whole map. Plays best with two full teams.
--> Click here to download Dead Conversation for Left 4 Dead
Copyright Per Hellqvist ©