Showing posts with label summer plans. Show all posts
Showing posts with label summer plans. Show all posts

Monday, July 13, 2009

Far Cry 2 Map: Last Stop

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Besides playing Mercenaries 2, I've finished a Far Cry 2 multiplayer level: Last Stop. It supports all the game modes (Deathmatch, Team Deathmatch, Capture the Diamond and Uprising), and is set in a valley hemmed by cliffs, with a railroad spur line running into it, terminating in an abandoned train station at the end of the valley, with a junkyard on the other side. It was designed with Capture the Diamond mode in mind.
As an aside, I really felt like working on maps with objectives for a change, as opposed to just straight deathmatch. Hence why the HL2:DM level I talked about in an earlier post didn't really get anywhere. As amazing a game Half-Life 2 is, the combat isn't all that compelling for me, with the gravity gun being the only unique feature, and that's more of a novelty than a core component of the combat. I just in the mood for making objective based maps, which Far Cry 2 has. Plus the combat feels solid, really tactile, like I'm actually sliding around in the dirt, tossing grenades and firing guns, it really succeeds in that respect.


Back to the map, I think I provided the right mix of cover and open space, with multiple paths to the objective and plenty of room to flank. I tried to keep the concept of "multiple paths" in mind, and I think I succeeded on a micro scale: from almost every piece of cover, there is more than one piece of cover that you can reach. You can brave the main road, out in the open with machine gun emplacements covering it from either end, or stick to the sides under the cliffs, using the long grass and trees for concealment. I was really feeling the train yard part of the map, and started by just laying out track and the station, and starting from there. The cliffs were added around the rail, kind of haphazardly, but I like the way it looks. I tried to leave openings so it seemed connected to a greater world, and wasn't just an arena. The warehouse end opposite the train station wasn't as inspired, but I think it works. I tried to keep everything spaced equally, positioning the spawns, diamonds and vehicles about the same distance apart for each side.


I haven't seen very many custom CTD maps with a lot of open terrain, and I'd love to try it out, but it's hard to find people to play with, and it's hard to get a map to stand out enough to get downloads, with clones of levels from other games taking the spotlight. But, I think I'm going to try another map, now that I'm settled into the editor, which is an absolute pleasure to work with. I only wish more level editors were more polished and straightforward to use. I really wish they would have released a single player editor as well, since Far Cry 2 cries out to be modded.

Search for "Last Stop" in the in-game custom map browser. I'd love it if someone wanted to host the map, so I could get some more feedback. Enjoy!

Tuesday, May 12, 2009

Game Design Interview Continued

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This would have been nice to have for my interview - Game Job Interview Questions And How to Answer Them. Questions 2, 3, 4, 5, 8, 9 and 12 came up in mine in some form or another. I think my responses were alright for the most part, but I know I flubbed the "Do you have any questions?" part. I asked what the day to day responsibilities would be for an intern, and I don't think that was specific enough. The article has a list of what look like pretty good questions at the end.

I don't think I was enthusiastic enough in my interview, since the interviewer told me as much in the follow-up email I sent. I think a lot of that was being nervous, which I really shouldn't have been, but I think to improve my confidence, I need to have more completed work. Right now I have three multiplayer maps made. I need some single player content, and just more content in general. I also need to polish up my portfolio website, and more it to it's own domain, but I'll worry about that once I have more content to show off.

I have a plan worked out for this summer to treat building levels and games as a job, scheduling out a time every day to work on something, and that doesn't mean blogging or gaming or surfing the web, it mean mapping or designing quests or writing design documents. This summer is going to be my last block of free time before I start job hunting, so I need to get some work done. My plan right now is to try another HL2 : Deathmatch map first, since I know there's a community for it and I know Hammer and the Source engine pretty well, then something for Fallout 3, to demonstrate my quest design, writing and single player design skills. That should be good for a start, and if I have more time, probably a single player map for Half-Life 2 or a map for Men of War. I'll have more to update on that when I'm done with finals and back home for the summer.