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Team forteress 2

         3D platformer  2018-2019 Level 09 of 10

hammer.png

Contrainte

  • Le niveau doit être asymétrique et être conçu spécialement pour le mode Capture the Flag.​

  • Les mécaniques de jeu sont directement tirées du jeu Team Fortress 2. ​

  • Le niveau peut se trouver n’importe où dans le monde, à condition d’avoir une composante architecturale substantielle.​

  • Le modèle se limite à l’intérieur et à l’environnement immédiat du bâtiment lorsque c’est pertinent à l’action.

 

Intentions

 

  • Créer une map multijoueurs, 6 contre 6. 

  • Créer un environnement compréhensible et à l'ambiance de Team Fortress2.

  • Rendre toutes les parties de la carte dynamique et utile au jeu.

  • Donner les mêmes opportunités aux deux équipes.

  • Faire une carte intéressante à jouer peu importe le personnage choisi par le joueur.

Mise en contexte

Pendant mon séjour au Campus ADN, j'ai appris à créer des maps en utilisant plusieurs éditeurs différents. Même si Hammer me semble un peu dépassé par le temps, j'ai quand même pensé qu'il serait intéressant, de vous démontrer par une carte multiplayer des exercices de balancings, de guidances et de rythmes. 

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

Sketchup_map_tf2.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

scout_toit_bleu.png
  • -J'ai bloquer un accès au document des rouges, car ce dernier ouvrait une voie trop rapide  pour les deux équipes. Créant ainsi le déplacement du Bloodbath vers un chemin alternatif. Cette correction oblige maintenant le joueur à se déplacer de l'autre côté de la carte s'il veut accéder aux documents ennemie. De cette manière l'action s'est redirigé vers le centre de la map.

  • -J'ai inverser le spawn et le document des rouges dans le but d'éloigner les deux  documents l'un de l'autre et augmenter la durée de la partie. Les documents étant du même côté, une fois de plus portaient nécessairement les joueurs à utiliser une seule partie de la carte.

  • -Les bleus ont un avantage défensif causé par la position plus basse de leur document. Pour balancer le tout,  j'ai augmenté la verticalité du côté des rouges créant ainsi un avantage offensif. 

  • -L'ajout de textures, couleurs et  environnements différents ont aidé les joueurs à mieux naviguer et se repérer à travers la carte (guidance). J'ai essayé de limiter l'utilisation des flèches directionnelle dans le niveau même si TF2 en abuse un peu. 

  • -D'autres petits changements ont été faits au cours de la création de la carte dans l'éditeur, mais n'impact pas ou peu le gameplay.

Un Gameplay balancé, pour tous les types de lieux et
pour tous les types de joueurs.

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

scout_ toit.png
corniche_scoout.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

soldier_cour_bleu.jpg
soldier_cour.png

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

pyro_cell.png
cellule_red.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

ouverture_red.jpg
demoman_cuisine.png

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

heavy_doc_rouge.png
bleu_doc_heavy.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

mitraillet02_red.jpg
mitrailette_bleu.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

healt_red.jpg
healt_bleu.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

sniper_tower.png
sniper_blue.jpg

Constraints

-Realize a game in 15 weeks with the help of 35 people .

 

-Realize a level whose duration should be  2 to 5 minutes (walktrough).

-Making practice the Rolling Ball  and introducing his interactions with the ingredients.

-Integrate the 4 shamans and dream catchers into the level.

Intentions

- Create a sense of urgency and make the player understand that he is approaching  the corruption source (the end of the game).

- Require the player to combine and master his skills in order to progress in the level.

- Build a level to make the player practice and enjoy the maximum of this new skill.

- No backtracking.

- Create a rhythmic level to keep the player in the flow.

Mise en contexte

 The player must help the shamans to reach the dream catchers and then go to the entrance of temple (end of the level). The "Rolling Ball" skill changes the metrics, speed on the move and interactions with a few ingredients. Even though the level is 09 of 10 I had to make the rolling sequences simpler because the new metrics greatly increase the difficulty curve.

spy_red.jpg
espion_parking.jpg

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