de lighthouse
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DE_LIGHTHOUSE
A LEVEL DESIGN DOCUMENT BY CLAES FORNELL
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TABLE OF CONTENT
OverviewLocationMood-BoardFloor PlanProjected RoutesProjected HeatmapsKey AreasIndoor Areas
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OVERVIEW
Game:Game mode:Map size:Number of Players:
Counter StrikeDefuse
Medium5v5
This map takes place on a remote weather-re-search-station located in the middle of the ocean. The terror-ists objective is to blow one of two locations; A thelighthouse that is keeping ships on route and alertingthem of the islands existence. B to blow up the re-search labs power generator located beneath the big-gest building in the map.
The counter-terrorists objective is as usual in counterstrike to prevent this from happening.
The level is built in google scetchup and after com-pletion i imported it into UDK to get a better feeling ofhow it actually feels to navigate trough the 3d-space.
All screen-shots are taken from UDK.*
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The level is as mentioned taking place on a remote is-land, Isolated from the rest of the world. I chose to dothis because all multiplayer-maps are in one way iso-
lated and what better way to do this than with a entireocean.
I got a vision of the terrorist blowing up a lighthouseand I built my level around this objective.
I also wanted the player to feel that the island have apurpose. There by I made it into a weather-re-searchstation. And there by adding the second bomb site.
LOCATION - MOODBOARD
Setting:Time:Time of day:Location:
Random islandPresent day (2012)
DuskNorthern Sea
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FLOOR PLAN
CT-SpawnT-SpawnBOMB SITE ABOMB SITE B
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PROJECTED ROUTES
Terrorists
Bomb B route
Bomb A route
Counter-Terrorists
Bomb B route
Bomb A route
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16 sek*
17 sek*
30 sek*
21 sek*
Fastest time to Bomb-Site in UDK.*
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PROJECTED HEATMAPS
Medium conict area. Very high conict area.High conict area.
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Light conict area.
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KEY AREAS
BOMB A
This is the ultimate bomb-site, after arm-ing the bomb terrorists will have a greatspot to defend. If the they work togetherit will be really hard for the Counter-Ter-rorist to disarm it. To successfully eitherarm or disarm the bomb on this bomb-site the team will have to work together.
BOMB B
This Bomb site is more accesable forthe terrorist since their route towards itis shorter and less exposed. But is lo-cated on the lowest level giving potentialdisarmers the higher ground making itharder to defend.
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KEY AREAS
A B
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INDOOR AREAS
The Lighthouse
There are three ways to enter the lighthouse;From CT-Spawn, via the ladders and through
the front door, Inside the players will nd abig open room with spiral stairs leading uptowards bomb site -A. There are also win-dows giving players great sniping spots witha good view over the main open area.
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INDOOR AREAS
The Yard-house
This house offers particular the terrorist cov-er as they approach the bomb sites and dontwant to walk over the yard in order to staycovered from potential snipers. It is a twolevel building with a balcony players can useto get a better overview of the map.
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INDOOR AREAS
The Ofce
The player will only be able to move in the
lower parts of this building. It is a connec-tion between several areas in the map. Thereis a ladder connection the several oors ofthe building, the ladder building will allow theplayer to move vertically from the basementlevel, (bomb site -B). the buildings roof. Hereplayers get a good overview of the map.
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DE_LIGHTHOUSE
A LEVEL DESIGN DOCUMENT BY CLAES FORNELL