Current Headway

an investigation of differences in [the perception of] time between architecture and [first-person / brief] games, and how this impacts social encounters

Sunday, 7 April 2013

Developing Design

So far I have been sketching and through trials of designs, I have been highly influenced by various counter strike maps such as CS_Italy and De_Dust for the creative implementation of funnel points and event spaces; the perfect timing of location points where CT's and T's meet.

In CS_Italy both the terrorists and counter terrorists have a select option paths to take (usually choosing between 2-3) and the funnel points are careful oriented to give both sides an equal advantage. 


De_Dust offers a similiar logic, something I want to use in my game, having spent thousands of hours playing both maps it seems like an appropriate starting point for a precedent for my level; in terms of using the option-path method rather than the open world method of level designing.



My level is at the moment facing a simple criteria based around panning out equal distant option paths for both teams and applying the split-block design idea that I had from early on regarding the 'place of contemplation' aesthetic I was going for.







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