Skip to content

GreyBox Iteration

Michelle Quiroz edited this page Oct 23, 2021 · 11 revisions

General Changes

After receiving feedback from players in the first playtesting session, I've decided to make some changes to my Greybox level. In order to change each area of the level, I gave a purpose based on the dungeon theme and created props accordingly. Two rooms were cut off in order to help make the map smaller in scale. Then I scaled down the length of the rest of the areas and the pathways so it wouldn't take long for players to find one another. There is also an increase of health and ammo pickups spread throughout the map to prolong the fighting between players, whilst adding to the intensity.

Old Map:

New Map:

Ceiling Cages Room

The first room I focused on was the large room with the over-arching diagonal bridges. I decided to turn this into a room with a couple of circular cells hanging over lava pits. These cells contain a hole cut out on the ground, so if a player isn't careful enough, they can fall through the hole and into the pit to receive damage as punishment. These cells also provide high vantage points and another level layer within the room. With this, Players are able to have a grander view over parts of the area. However, it is also restricted by the pit in the ground so they won't be able to look everywhere. The cells in the area contain useful items such as rocket ammo, armor and a super shotgun to entice players to reach the top. Cover is provided here via pillars of the atrium, cell bars and short cell walls. Open space is still provided here in order for players to see one another from another area.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Spiral Pillar Room

I took the feedback about the lava and expanded it here to make it a tougher challenge to traverse. I also added pillar structures and three winding staircases. The pillar is so tall, it's hard to see what's waiting at the top, which provides a sense of mystery and can entice players to explore the spiral pillars. Especially since a nearby smaller pillar contains a health pick up on the top. These spiral pillars can act as both cover and an open space. If the player can reach in between the pillars, or hide behind one, it can provide some cover. However, as they wind around the pillar's stairs, they leave themselves vulnerable to passing players who can spot them easily and contest for the pillar's treasure. This tension can cause slip ups to players, and if they don't make it to the top and collect the rocket launcher there to defend themselves, they is a chance they will fall off the pillar and land in the lava pit below. These decisions were made to ensure that obtaining the rocket launcher was at a higher difficulty than the previous room iteration.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Dungeon Cell Block Room

For the area with the dual staircases, I've changed into a cell block or cell holding area. Here I created cages and cells that players can enter inside to use for means of cover, as well as to collect pickups stored inside in order to recover. On the second level, archways and windows are added for both players to shoot at each other. These arches do not cover the entirety of the second level to allow for greater moments of vulnerability for players above. These archways and walls also hide away the thundergun, providing a surprise for players who manage to walk up top.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Pendulum Torture Room

One of the smaller corner rooms became the pendulum torture room, with providing spikes, pendulum blades, and torture tables to be used as cover. Players can maneuver around this large group of cover to find more means to dodge their opponent. Players on the ground can use the spikes to weave around and choose a staircase in order to defeat an enemy player at the top, making it easier for ground players, and challenging for higher up players.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Pillar Array Room

The rectangular room with the dual lava pits now contains wide and tall pillars for means of cover. The Lava ppols have also been extended to add for risk whenever players move around and encounter an enemy player.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Dangerous Spiked Pathway

One of the long pathways was kept in this iteration. Changes made included a different armor pickup, as well as spikes that serve as both obstacles that get in the way of the player's path, and as cover whenever they encounter an enemy player along the way.

Original Room(in game):

New Room(in Trenchbroom):

New Room(in game):

Clone this wiki locally