Level Three [The Forest]
Level Three [The Forest]
Level Three Discussion:
Concept Images:
Spawn room and objective:
Level three looks to see how players would navigate a dark, open level with minimal environmental clues to guide the player while being chased by an aggressive enemy who blends into the environment. This level uses negative environment design to increase the difficulty of navigation and increase the potential stress of combating the alien creature (who always knows the player's location).
The alien creature damages the player's health for 25% every time they make contact, same as the alien creature from the previous level.
Level Three Story:
After leaving the building, the player must escape to their car, with the alien creature following closely behind.
Spawn:
Level three spawns the player in a different location depending on how the player escaped level two.
Paths one and three will spawn the player at the front of the building.
Path two will spawn the player in the vent that leads to the roof..
Subtitles will pop-up for all paths stating "I need to get to my car... it's by the exit".
Path One:
Path one has minimal guiding elements for the player. Obstacles such as trees and mud pools appear very close to the player as they traverse.
To the right is the building which can be followed to find the exit gate but the player will need to avoid the mud pools which will slow the player down.
A cabin can be found halfway through the path that has six flashlight batteries inside, a health pack and a document. This cabin can be used to trap the alien creature inside if the player is fast enough when opening and closing the doors.
The exit gate has red lights that can be seen from the cabin. The back of the facility building is visible from this point making the final part of this level a straight line. A final health pack can be found just at the gates.
The aim of paths one and three explore how poor environment design affect a player's ability to navigate a level while under pressure from a relentless enemy.
Run through of path one:
The player will turn right after walking through the gate.
On the right is the building but in order to see it the player needs to be close to it which will make the player walk into the mud pools (which will slow the player down).
The player will continue straight (building can be in sight or not). A light will be up ahead. The wooden cabin blends into the environment so using the light to navigate to the door is needed.
In this cabin is six flashlight batteries, a health pack and a document. The cabin can be used to trap the player but it is not easy.
Leaving the cabin, the red lights of the exit gate can be seen.
The back of the building becomes visible the closer the player gets to the exit.
The car that the player needs to get to is parked by the gate.
Easter egg three can be completed in the cabin.
Path Two:
Path two is the shortest path of level three.
The player leaves the vent system into the roof maintenance room. This room is patrolled by the alien creature. The alien creature will chase the player when it spots them. It will deal half health damage to the player. The player will need to crouch under pipes and avoid electrified puddles as they make their way to the open door on the other side of the room.
Once the player leaves the room they only have to climb down a ladder and navigate a mud pool to the exit gate.
The aim of path two is to explore the influence of negative and tight level design (in the form of a cluttered claustrophobic space) on a player.
Run through of path two:
The player will spawn in the vent system. They will crouch out of the vent system into the maintenance room. The player will need to use their flashlight to see in this room as it is dark. The only light is from the open door on the other side of the room and three dim lights on the surrounding walls.
The alien creature is patrolling the room. There are pipes blocking the path to the door, making the player crouch under them. The pathways to the side are blocked by electrified water puddles that are on and off. (Navigating these puddles will require precise timing).
Once the player gets to the door, they need to climb down the ladder. The alien creature can't get down the ladder, meaning that the player has a calm end to this path. Trees block the path to paths one and three meaning the only way to go is to the car.
Path Three:
Path three has trail lights that are sparse. The trail lights can barely be seen from each other, with the path between in darkness. The flashlight doesn't cover the entire area in front of the player, making obstacles such as trees and mud pools difficult to see. The moon light can break between the trees, lighting up some parts of the path.
The facility wall is on the left of the player but is only lit up by either the trail lights, the moon light or the player's flashlight. This wall can be used to find the exit gate but following it isn't easy.
The cabin can be found towards the end of this path but it is on a steeper slope than the rest of the trail which will slow the player down. It has six flashlight batteries inside, a health pack and a document. This cabin can be used to trap the alien creature inside if the player is fast enough when opening and closing the doors
The exit gate has red lights that can be seen from the cabin. The back of the facility building is visible from this point making the final part of this level a straight line. A health pack can be found just at the gates.
The aim of paths one and three explore how poor environment design affect a player's ability to navigate a level while under pressure from a relentless enemy.
Run through of path three:
The player will keep to the left after walking though the gate.
On the left is the facility walls and on the left side of the trail is the sparsely populated trail lights.
Following these lights isn't easy as the path can be very dark. There are mud pools (which will slow the player down) along the side of this trail and directly on the path from the halfway point onwards.
The player will reach a bend in the trail where they will turn to see a tree blocking the path in a mud pool. Crouching under the tree is slow but it is the most direct route to the exit gate. If the player turns to the right and proceeds up the steep slope they can reach the cabin but this way is more risky as the player can slip.
It has six flashlight batteries inside, a health pack and a document. This cabin can be used to trap the alien creature inside if the player is fast enough when opening and closing the doors
The red lights of the exit gate can be seen regardless of how the player navigates around the fallen tree.
The back of the building becomes visible the closer the player gets to the exit.
The car that the player needs to get to is parked by the gate.
Easter egg three can be completed in the cabin.