Level Design Documentation ( Runoff ) Kai Stevens Multiplayer Level Design Document Kai Stevens - 21020301 2 Contents High Level Overview ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................ 3 Level Goals ................................ ................................ ................................ ................................ ................................ ................................ ................................ ......................... 3 Design Considerations ................................ ................................ ................................ ................................ ................................ ................................ ................................ ....... 3 Expected Player Experience ................................ ................................ ................................ ................................ ................................ ................................ ............................. 3 Research ................................ ................................ ................................ ................................ ................................ ................................ ................................ ............................. 4 Badlands ................................ ................................ ................................ ................................ ................................ ................................ ................................ ....................... 4 Viaduct ................................ ................................ ................................ ................................ ................................ ................................ ................................ ......................... 4 Sharkbay ................................ ................................ ................................ ................................ ................................ ................................ ................................ ....................... 5 Team Fortress 2 Design Conventions ................................ ................................ ................................ ................................ ................................ ................................ ................ 6 Map Overview ................................ ................................ ................................ ................................ ................................ ................................ ................................ .......................... 7 Layout Overview ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................ 7 Scale Map ................................ ................................ ................................ ................................ ................................ ................................ ................................ .................... 7 Key Area Map ................................ ................................ ................................ ................................ ................................ ................................ ................................ .............. 7 Player Paths ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........................ 8 Player Path Zones ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........ 8 Player Path Routes ................................ ................................ ................................ ................................ ................................ ................................ ................................ ....... 9 Conflict Zones ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................... 10 Choke points ................................ ................................ ................................ ................................ ................................ ................................ ................................ .................... 11 Lines of Sight ................................ ................................ ................................ ................................ ................................ ................................ ................................ ..................... 12 Points of Interest ................................ ................................ ................................ ................................ ................................ ................................ ................................ ............... 13 Structures ................................ ................................ ................................ ................................ ................................ ................................ ................................ .................... 13 Pickups ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........................ 14 Classes ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........................ 14 Callout Map ................................ ................................ ................................ ................................ ................................ ................................ ................................ ..................... 15 Zoning Table ................................ ................................ ................................ ................................ ................................ ................................ ................................ ............... 15 Character Speeds (Spawn to Point) ................................ ................................ ................................ ................................ ................................ ................................ .............. 16 Aesthetics (Look and Feel) ................................ ................................ ................................ ................................ ................................ ................................ ................................ .... 17 Visual Development ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........ 17 Affordance ................................ ................................ ................................ ................................ ................................ ................................ ................................ ....................... 18 Balance ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................................ ... 19 Considerations ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................. 19 Class Balance ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................... 19 Scout ................................ ................................ ................................ ................................ ................................ ................................ ................................ ........................... 19 Soldier ................................ ................................ ................................ ................................ ................................ ................................ ................................ ......................... 19 Pyro ................................ ................................ ................................ ................................ ................................ ................................ ................................ ............................. 19 Engineer ................................ ................................ ................................ ................................ ................................ ................................ ................................ ...................... 19 Demo man ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................. 19 Heavy ................................ ................................ ................................ ................................ ................................ ................................ ................................ .......................... 20 Sniper ................................ ................................ ................................ ................................ ................................ ................................ ................................ .......................... 20 Spy ................................ ................................ ................................ ................................ ................................ ................................ ................................ .............................. 20 Medic ................................ ................................ ................................ ................................ ................................ ................................ ................................ .......................... 20 Expected Issues ................................ ................................ ................................ ................................ ................................ ................................ ................................ ................ 21 Multiplayer Level Design Document Kai Stevens - 21020301 3 High Level Overview Level Goals • Chaotic close - range gameplay around the point • Outer ring of flank routes around the point. • Three lane structure of approaches reaching from spawn to the outer ring. • Strategic sightlines to cut off enemy approaches. • Defendable fallback point. Design Considerations • Ensuring sightlines are not too long. • Balancing the level for a range of classes to ensure gameplay fairness. • Designing spawns to prevent camping / undesired playstyles. • Maintaining a simple core layout to ensure players don’t get lost or disorientated. Expected Player Experience The player experience will change based on what type of class they choose to play. Players have the option between 3 categories: offensive, defensive and support. Class Categories: • Offensive (Scout, Soldier, Pyro) • Defensive (Engineer, Demo man, Heavy) • Support (Sniper, Spy, Medic) These class categories define the type of gameplay the player will engage in, as well as where the engagements take place. Offensive: • Chaotic close - quarters gameplay generally focused on pushing up and attacking the enemies front - line. • Objective focused, constantly attempting to project power over the area of contestation. Defensive: • Slower more methodical playstyle, used for controlling chokepoints. • Use of positioning is more important, ideally near pickups with few flank routes. Support: • Utility centered gameplay focused on filling a specific and unique role within the team. • Each class is distinctive but providing a unique service whether that be long range fire support, healing teammates or sabotaging enemy defenses. Multiplayer Level Design Document Kai Stevens - 21020301 4 Research Badlands The layout of badlands consists of three main sections, the team sides (spawns, paths, house), the outer ring, and the control point. Each of these areas serve a unique purpose. • Control Point – Exposed middle ground, with little cover and a few main entrances. • Outer Ring – Surrounding the point , the ring connects the team sides and point together. As well as providing additional flanks around the point. • Team Sides – Contains the team house and spawn, few if any lines of sight from the point to this zone. Allows team members to position themselves on the outer ring. Viaduct The highground within Viaduct offers snipers a unique position for a variety of in - game situations. Both teams are able to project power over the point using these positions; while simultatiously cutting off key enemy routes onto the control point. • Blue Position – Closer to team spawn, more defencible position . Limited line of sight behind the point. • Brown Position – Aggressive position with little cover, large line of sight area. • Green Position – Hybrid position, covered completely from one side, limited control point coverage. Total coverage of flank bypassing the point. Multiplayer Level Design Document Kai Stevens - 21020301 5 Sharkbay Through the structure of its central layout, Sharkbay uses control of the outer ring as a means of indirectly controlling the point. By holding and defending the central overwatch position players can project their firepower from an advantagous position directly onto the control point , while remaining in a mostly safe area. Furthermore the addition of water hazards limits player paths onto the control point. This allows the team control ling the overwatch position to lock - off the brigdes connecting to the control point area , therefore indirectly controlling the point. Multiplayer Level Design Document Kai Stevens - 21020301 6 Team Fortress 2 Design Conventions Scaling Conventions: • Doors are either 128x128 or 128x192 hammer units. • Ramps must be angled less than 45 degrees to ensure all classes can use them (Rise over run 1/2 or 1/3 ). • Building walls must be 16 units thick. • Windows and counters are raised 40 units from the floor. Placement Conventions : • Pickups must be placed around but not directly on the point. • Pickups must not be placed around team spawns to prevent sustained spawn camping. • Spawn room must have 2 or more doors leading to different positions, ideally the doors will face away from each other to minimize spawn camping. • Sniper positions must not overlook the entire control point , lines of sight need to be broken up via mesh’s or map geometry. Player Class Sizes : Model Height Width Player (Standing) 83 49 Player (Ducking) 63 49 Sentry Gun (Level 3) 87 49 Dispenser 83 49 Teleporter 95 57 Player Class View Heights : Class Soldier Scout Pyro Engineer Demo man Heavy Sniper Spy Scout View Height 68 65 68 68 68 75 75 75 75 Player Class Speeds: Note: 100% Speed is 300 hammer units per second. Class Soldier Scout Pyro Engineer Demo man Heavy Sniper Spy Scout Normal Speed 80% 133% 100% 100% 93% 77% 100% 107% 107% Multiplayer Level Design Document Kai Stevens - 21020301 7 Map Overview Layout Overview Scale Map Note: Grid corresponds to 128x128 hammer units Key Area Map Multiplayer Level Design Document Kai Stevens - 21020301 8 Player Path s Player Path Zones The player paths are broken down into three distinct zones: approaches, outer ring and control point. Each of these zones promotes the use of different classes based on its structure and proximity to the point. Control Point Zone: • Close quarters combat focus. • Promotes the use of classes such as scout, heavy and demo - man. Outer Ring Zone: • Flank routes around both sides of the point. • The fences around the point allow for soldiers to rocket jump and shoot onto the point while remaining in a relatively safe area. Team Approach Zone: • Lots of variety in lane choice. • Allows all classes to approach via one of the three lanes. • Each lane prioritizes different class utilization. o Top lane allows Heavies and Medics to approach the point with minimal flanking opportunities. o Middle lane allows pyros, spies, and scouts to utilize close - quarters - combat within the team house to prevent enemy pushes. o Bottom lane provides a covered approach with spots for both sniper and engineer to utilize. Multiplayer Level Design Document Kai Stevens - 21020301 9 Player Path Routes The routes available to the player varies from zone to zone, with each designed to fit a specific role within the level at large. Team Approach es : • Three lane structure , funneling combat through a series of key chokepoints. • Few advantageous flanking opportunities discouraging enemies pushing too far forward. • Easily defendable from the defender’s side, with lots of cover and high ground opportunities. Outer Ring: • Lots of interconnectivity from both the approach zone and the control point. • Connects with the additional flank zones allowing mobile classes to escape unwanted engagements. Control Point: • Single platform with 4 entrances connecting to each other. • Flat open space with no safe escape routes. Multiplayer Level Design Document Kai Stevens - 21020301 10 Conflict Zones Most of the conflict within the level can be broken down into three main zones: Control Point: • The most intense area of combat, during point contestation , this zone will see a high - volume of player traffic as both sides vie for control over the central position. Primary Conflict Zone: • The most utilized zone, almost all classes use the primary conflict zone to some extent, providing support to teammates pushing the point, or stopping enemy flankers from encircling their team. • This area sees the highest amount of traffic although it is often less intense than conflict within the control point area. Secondary Conflict Zone: • Mostly used as a support position, the defendable buildings and high volume of cover allows players to defend oncoming attacks from both the primary and point zones. • In the event of a successful enemy push this area will become more of a primary conflict zone as the losing team attempts to eliminate the enemies within their buffer zone and retake the point. Multiplayer Level Design Document Kai Stevens - 21020301 11 Choke points The level features two sets of chokepoints per team, the primary chokepoints are used when the point is actively being contested and the fighting is focused on the center of the map. The secondary chokepoints, however , act s as a buffer if one team starts dominat ing the point and move s the fighting in to the secondary conflict zone In this situation the secondary chokepoints become the new points of contestation Being more defensible than their primary counterparts, these chokepoints allow the losing team to push the attackers back and regain some momentum. Primary Chokepoints: • Used when the fighting is focused around the control point. • Slightly skewed in the defender’s favor. Secondary Chokepoints: • Used when one team is dominating the point , pushing the fighting further towards the defender’s spawn. • Heavily skewed in the defenders favor with defender only flank routes being available to hinder an attacking push. Multiplayer Level Design Document Kai Stevens - 21020301 12 Lines of Sight To ensure the sniper class is balanced the level breaks up lines of sight using map meshes or geometry. There are 3 main sniper positions within the map, each serves a different purpose and overlooks a separate section of the map. Top - Lane Snipers Nest (Purple) • Purely defensive in nature. • Overlooks a single lane with no flank routes. • Extremely strong position. Team House Window (Blue) • Offensive position. • Exposed to lots of potential flanks. • High visibility over the point. Warehouse Snipers Nest (Green) • Hybrid position (Offense and defense). • Overlooks lower section of the outer ring zone. • Used to cut off enemies moving in from the bottom lane. Multiplayer Level Design Document Kai Stevens - 21020301 13 Points of Interest Runoff features several interesting features; these include a range of different pickup locations as well as class positions and important buildings / structures. Structures There are several core structures which are worth noting down, these include: • Water Pit (Environmental Hazard) o Offers potential instant kill for those who can push enemies off the ledge. o Provides a hazard besides enemy players. • Team House (Fallback Fortification) o Easily defendable with pickups and plenty of cover. o Close quarters allow pyro to easily prevent enemy spy infiltration. • Raised Bunker (Central Elevated Fortification) o Powerful position overlooking the point. o Central divider to allow for additional flanking routes. • Nests (Overlook Positions) o Raised overlook for a given area. o Set back away from the point providing extra security. Multiplayer Level Design Document Kai Stevens - 21020301 14 Pickups Both health and ammo pickups have been strategically distributed around the map. The pickups closer to the point are more plentiful but offer only small amounts of health and ammo, while the larger pickups are located further away from the point near key defensible locations such as chokepoints. Classes Both the engineer and the sniper are key support classes that require special attention when determining the structure of the level. In Runoff both classes have powerful locations which allow the players to utilize the class to its fullest potential. The overlook positions offer snipers a vantage point from which they can project power over the point or cutoff key flank routes. Multiplayer Level Design Document Kai Stevens - 21020301 15 The turret locations are areas in which the engineer can shine, minimizing the lack of turret range these positions ensure very few long sightlines as well as nearby pickups to keep them repaired and functional. Callout Map Zoning Ta ble Listed below is a zoning table all the 9 classes The classes are rated based on the likelihood of the class utilizing the space effectively during a given situation. For th ese tables the primary and secondary conflict zones have been separated as they fit different states of a given match Table for fighting in the primary conflict zone : Area Class Preferences Soldier Scout Pyro Engineer Dem o man Heavy Sniper Spy Medic Warehouse Low Low Low Low Low Low High Low Low Team House Mid Low Mid High High Mid High High High Connector Low Low Mid Mid Mid Mid Low Mid Mid Central Courtyard High High High Low High High Low Mid High Control Point Mid High Mid Low Mid Mid Low Low High Lower High High High Low Low Low Low High Mid Central Bunker High High High Mid High High Low High Mid Walkway Mid Mid Mid Low Low Low Low High Low Multiplayer Level Design Document Kai Stevens - 21020301 16 Table for fighting in the secondary conflict zone : Area Class Preferences Soldier Scout Pyro Engineer Demo man Heavy Sniper Spy Medic Spawn Room Low Low Low Low Low Low Low Low Low Barrels Mid Mid High High High Mid Mid Low High Team Courtyard High High Mid Low Mid Mid Mid Mid High Pillar Low High High Mid Mid Mid Low Mid Mid Pillar Nest Low Low Low Low Mid Low High Low Low Alleyway High High Mid High Low High Low Mid Mid Warehouse Mid High High Mid Low High Low High Mid Team House Mid High High Low Low Low Low High Low Character S peed s (Spawn to Point) The following is a table detailing the average time for each class to reach the control point from their team spawn. Some of the average times are similar as certain characters share the same movement speed (Pyro, Engineer, Sniper). Class Scout Soldier Pyro Engineer Demo man Heavy Sniper Spy Medic Time 1 12 .05 20 .18 16.03 16.26 17.55 21.49 16.12 14.96 14.89 Time 2 12 .20 20.36 16.50 16. 64 17.13 21.24 16.26 15.92 16.03 Time 3 11.90 19.75 15.96 16.07 17.48 20.70 16.01 15.45 15.62 Average Time (Seconds) 12.05 20.09 16.16 16.32 17.38 21.14 16.13 15.44 15.51 Multiplayer Level Design Document Kai Stevens - 21020301 17 Aesthetic s (Look and Feel) Visual Development The level is set in a water treatment plant with both teams vying for control of the central courtyard Conforming to a n industrial style the level maintains a consistent use of concrete and metallic materials throughout , however each area is subtly distinctive based on its location within the level layout as well as its function within the maps theme. The idea here was to break down the map into smaller more digestible areas, so that the player subconsciously splits the map down into smaller distinct sections within the larger whole. Multiplayer Level Design Document Kai Stevens - 21020301 18 Interior Spaces: • Central Bunker (Light Blue) • Team House (Purple) • Warehouse (Yellow) Exterior Spaces: • Inner Courtyard (Red) • Outer Courtyard (Orange) • Alleyway (Pink) • Barrel Stor age (Blue) • Team Courtyard (Green) • Death Pit (Dark Green) Affordance The inclusion of arrow signs and negative space are there to help direct the player towards the objective. Arrow Signs: • Point towards the direction of the control point. • Included in each of the three lanes. Negative Space: • Used in - between the buildings. • Prevents the player from losing time exploring unneeded space. Multiplayer Level Design Document Kai Stevens - 21020301 19 Balance Considerations To ensure game balance, the map is completely symmetrical, this maintains an even playing field between the teams in terms of positional advantages, sightlines and pickups. Balancing the control point was done through careful manipulation of game logic entities within the Hammer Engine. Increasing or decreasing spawn times based on which team controls the point helps t he attackers maintain a slight advantage ensuring consistent contest at ion of the point between the teams. Red Spawn Time Blue Spawn Time Neutral Point 6 seconds 6 seconds Red Capture 8 seconds 4 seconds Blue Capture 4 seconds 8 seconds Class Balance Scout • The area around the point is very interconnected offering ample flanking opportunities for attacking enemy players. • The control point area is open allowing the scout to utilize its superior movement speed; however, they are very exposed offering a high - risk high reward style of gameplay. Soldier • Fences surrounding the control point are just high enough for the soldier to utilize the rocket jump attack without exposing themselves for too long. Pyro • The inclusion of several tight spaces around the point (Central Bunker, Lower) allows the pyro to rush enemy players and then escape behind cover quickly. • The best pyro positions are often pushed into contested or enemy controlled territory, this means that being caught out by multiple enemy players is almost guaranteed to result in the pyros death. This high - risk high reward playstyle is commonly found in the offensive classes (Scout, Soldier). Engineer • Engineer turret positions have been carefully considered. Pickup placements have been placed in specific locations to encourage the use of these positions indirectly. • Engineers cannot place turrets directly on the control point. Demo man • Demo man can use the cover provided by the fences surrounding the point to indiscriminately bombard the point from relative safety. Multiplayer Level Design Document Kai Stevens - 21020301 20 • The best positions for the demo man to use are often surrounded by flanks , this ensures the demo man maintains constant vigilance of their surroundings to avoid being killed by enemy spies or scouts. Heavy • The top lane approach is not accessible via any flanking routes and contains ample cover. This ensures the heavy can move from the spawn to the point with relative ease. • The areas around the chokepoints provide little cover meaning the heavy must trade safety for chokepoint control. • The point being open from many different angles ensures that for a point push to be successful the Heavy must be supported by teammates to avoid being flanked or overwhelmed. Sniper • The sniper has multiple options for their chosen position, the line - of - sight diagram shows the three intended positions for the sniper to use. Each of them allows the sniper to help control the map during different match situations. o Team House Position: An aggressive position used to project power over the point, however the sniper is ex tremely exposed while using this position. o Warehouse Position: A hybrid position offering both attack and defensive options. Using this position the sniper can control enemy movement within the lower section of the primary conflict zone, while also stopping enemy flanks from connector to the team house. o Pillar Nest Position: A defensive position used when the fighting is contained within the secondary conflict zone. This position overlooks the entire top lane approach, meaning the sniper can assist friendly pushes using their fire support. Spy • Both the outer ring and additional flank zones offer an increased intensity of interconnected pathways allowing the spy to infiltrate enemy lines and cause chaos. • The secondary conflict zone contains less flanks as this encourages the spy to pick off lone offensive characters pushing towards the point as opposed to getting behind enemy lines. Medic • Both the secondary and primary conflict points feature a central area (Central Courtyard, Team Courtyard) which allows the medic to easily maneuver between teammates to maximize their healing capabilities. • Chokepoints of ten feature corners or hidden alcoves allowing the medic to heal from relative safety while a heavy controls a chokepoint, however this can be exploited by the demo man, as these alcoves pool grenades easily due to their contained nature.