Genre: FPS
Software used: Unreal engine 5, Miro
Referenced games: Counter Strike (1,2 & GO), Rainbow 6 Siege
Gameplay: A local multiplayer 2v2 FPS game inspired from Counter Strikes. Where the defenders have setting up at site trying to stop the attackers from getting to A or B site and planting the bomb whiles trying not to get shot. Then attackers trying to get the jump on by using tactical movement and pathing to counter the defenders.
This was my final year project for university where my speciality was to solve a problem in game balancing through level design whiles keeping to a consistent design and have meaningful design choices.
Reasons why I wanted to make this is being how most FPS games today are more focused on having unique character and abilities which leads to balancing playing fps through character skill and ability than shooting skills. I wanted to try and design a map/game where everyone has the same character and have to use base tactics to win the round.
Tasks
For this project these are the steps I took into making this map and the primary mechanics for this.
Drawn out concepts: Making variations of map layouts then building upon them till I got somethings that fit the theme and have good pathing and cover
Block out: Going into engine and creating a blocked-out layout by creating the pathing, cover, building, access points and applying colour to ensure player communication on a simple level.
Mechanics prototype: To get close as experience to an FPS game I had to create the bomb, planting, defusing, local multiplayer, reloading, level restart and crouching to a playable start then building on them afterwards.
Playtesting: Always hosing them once or twice a week to see if players can find any balancing issues and talking to others to get their opinions on balancing, fairness, fun, what could be change, likes & dislikes, talk about the mechanics, talk about levels and more.
Alternating: When getting the feedback through, I would go and make changes to what was the most common responses were or go and add what peoples suggested to improve the game experience and feel of the game.
Adding environment: To move out from block out I would then go and make everything more visualised and clearer on what parts are meant to be instead of basic cubes and shapes.
Midpoint
B site
A site
Attack & Defender spawn
Top paths