Nope. The title image has absolutely nothing to do with this topic. It looks dope as fuck, though. Dat placeholder explosion. So beautiful. *cough*



But you know what has something to do with level design? This:

This is the level I was using to test out the core gameplay of my game. It’s ugly, basic and not very well made, but it works. It served me well for the last couple of weeks, but it has to go. It has to go because it’s awful. Well not awful, but not very good either.

As you can see, the players spawn at the bottom left / right corners of the map. The flag - currently a big, green orb because I’m a lazy fuck - is at the top of the level. In the middle, between those brackets [ ] is the respawn area. The little green dots are weapon pickups, which at the time you just have to memorize. Exploding barrels are also scatterd around the map. They’re pretty useless for now.

This level works, but I can’t use it in the final game. It’s too boring, and has some flaws. But I’m working on another level at the moment! This one:

Excuse my lack of power outlets to plug in my printer with scanning function.



As you can see, I kept some elements from the testing level. The player’s bases and flag position are basically the same. There will be a sewer drain water flow river thingy going through the middle, with ramps and bridges to cross it. The respawn area now allows you to go straight for the flag, giving players who have died a slight advantage. Being able to immediately exit the respawn area on all sides also makes it easier to attack the other player, if he’s bringing the flag back to his base. Each player has an MG at their base , just like before, however now there are only two rocket launchers. Both are placed along the middle axis of the map, so players will have to fight for them.



But what are those things at the top right and left of the screen? That’s rocket launcher ammo. You see, if a player has a rocket launcher, he’s in a good position, just like in ral life. However, he’s only got a limited amount of rockets. If he wants to continue using his toy, he’ll have to deviate from his route to pick up ammo. This gives the second player time to either kill him or go for the flag.

All this is just theory for now. I haven’t made a playable version of this level yet, so it might work just like I imagined, or not at all. That’s why testing is so important! (*wink* *wink* next topic?)