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ZOMBIE FACTORY

機器人士兵

BACKGROUND

After wake up u found u are in a factory, you can hear the crows’ telling and smell the death in the air. Suddenly, you realize that there are a few figures in front of you, and you walk up in joy, but these figures are pale-faced monsters with peeling skin! They found you and  rush towards you roaring.  All the thing you have is a M1917 pistol,you need to find a way out of this dead place.

MAP DESIGN

AREA 

This is the start point of the game,  I set only 2 normal zombies, which are the weakest enemy in-game for the player to learn how to avoid enemies’ detect field and battle with them, and because it’s the start area, there are no ambush enemies.

ENEMIES

These characters are enemies that appeared in-game.

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NORMAL ZOMBIES

the most basic enemy, with slow action speed and low blood volume, but they usually gather to act. Each ordinary zombie has 4 patrol directions. When they find the player, they will walk toward the player with a very slow speed. Generally speaking Players can easily deal with lone zombies, but hordes of ordinary zombies can also cause players a lot of trouble.

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ZOMBIE PARASITE

Compared with ordinary zombies, it has a long tracking range and movement speed, and a farther attack range. If it is targeted by three or so parasites, the player will in trouble

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ZOMBIE SMASHER

Tank, with the highest health and attack power in-game, who can generate shock wave when he is attacking.

搜尋

LEVEL DESIGN

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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SETTING OF ENEMIES

Because normal zombies walk very slowly, it is not suitable for placing them on the road to chase players. Generally speaking, I will...

 
 
 

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