Level Design
Speedrunners
Bubble Complex
Bubble Complex is my second Speedrunners level that was built on the idea of letting the player pick between multiple boost routes depending on their preference at the time. As time went on this level had to have a massive rework of every area.
In the first design there were three boost routes that were all designed to be the same duration. During testing it was discovered that if a player took the left route they would be eliminated by someone in the right route, even if they were ahead. There were issues in the upper section as well due to the grapple areas being too high. This meant that the players were unable to view them due to the camera and use them to their fullest. The last main problem was the lower section where there was no floor. If a player were to fall into the abyss the camera would follow them and consider them to be in the lead, which would eliminate the remaining players.
After reviews from friends and the workshop I decided to overhaul each area to improve it, while still keeping the main ideas. Firstly the upper section was completely lowered and additional platforms were added to make the area more interesting. The right side portion of the map had some minor adjustments to improve the shortcut and shortcut denial mechanism.
The lower section of the map had the largest amount of changes. The area without a floor got a floor to remove the issue of falling players winning the round. The boost area had the entrance changed to slow down the pace and allow players to catch up with one another before entering the final chutes, which were reduced to two instead of three.
These final chutes could still have some fine tuning to improve their overall performance and consistency but the map is greatly improved from the first iteration.
As before, the video below shows the map vs 3 AI characters.
In the first design there were three boost routes that were all designed to be the same duration. During testing it was discovered that if a player took the left route they would be eliminated by someone in the right route, even if they were ahead. There were issues in the upper section as well due to the grapple areas being too high. This meant that the players were unable to view them due to the camera and use them to their fullest. The last main problem was the lower section where there was no floor. If a player were to fall into the abyss the camera would follow them and consider them to be in the lead, which would eliminate the remaining players.
After reviews from friends and the workshop I decided to overhaul each area to improve it, while still keeping the main ideas. Firstly the upper section was completely lowered and additional platforms were added to make the area more interesting. The right side portion of the map had some minor adjustments to improve the shortcut and shortcut denial mechanism.
The lower section of the map had the largest amount of changes. The area without a floor got a floor to remove the issue of falling players winning the round. The boost area had the entrance changed to slow down the pace and allow players to catch up with one another before entering the final chutes, which were reduced to two instead of three.
These final chutes could still have some fine tuning to improve their overall performance and consistency but the map is greatly improved from the first iteration.
As before, the video below shows the map vs 3 AI characters.
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