LEVEL DESIGN
- lwychinalwy
- 2022年10月28日
- 讀畢需時 1 分鐘
In this map, I designed three levels of paths for players to get to the boss area:
1.Players can go through the roof to avoid most of zombies on ground and find some hiding zombies, this path is also the easiest way for players.
2. Players need to walk on the main road in factory and pass three or four groups of zombies’ chasing, But the road is open and no cover. It is equivalent to that the player needs to rush out from the zombies group, and there are still have ambush enemies waiting for the player, so this route is the most difficult.
3.Players can walk behind those two oil cans to avoid most enemies on main road, but there are still some zombies hiding in players’ path.
There are also some additional areas for players to explore on the way to the end, usually as a location for hidden rewards or necessary props. Because it is a closed and independent area, I set up a lot of ambush enemies. When the player passes by, they Will rush out from corners or roofs to attack players.
Why: In my level design, I plan to make a linear level in the game, which is from the beginning to the end, the advantage of the mode is player has a clear goal for this level, this design also lose some fun for players’ exploration in level. But in linear design I can focus on study setting enemies instead of setting puzzles or hiding secrets for player which will make players ignore the thrill of chasing.









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