Chris Canfield
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The Abyss: What Went Wrong

 
   

Quick Statistics

Working Title:
The Abyss Bridgeway
Version:
1.2
Author:
Christopher L. Canfield
Target Machine:   PIII 800, 128 MB Ram, onboard OpenGL
Game Type: Single, FFA, Team, Tourney
Weapons: 1 Shotgun, 1 Rocket Launcher, 1 Plasma Gun, 2 Grenade Launchers, 1 Rail Gun, 1 Quad Damage, 1 Haste, 1 Flight
Opponents: Hossman Lucy Razor Daemia Stripe Tankjr
Editor Used: Q3Radiant 202, Q3Build 2.0, Pakscape 0.08
Brushes: 2147
Entities: 400
Build Time: 3 Weeks
Compile Time: 4 Hours

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One of many attractive, mood setting, but gameplay irrelevant vistas.

 

1. Overly ambitious landscapes

Bishop Richard Poore and the architect Elias de Derham built the main body of the Salisbury Cathedral in England in an astonishingly fast 38 years with 300 men. I budgeted two weeks to build my cathedral. Optimism can be a wonderful motivating factor, but don't try to do everything. A large amount of time and artistic effort was indulged on the façade, a region of space which sets a beautiful tone for the area but lacks any gameplay relevance. On such a tight time budget, the face of the cathedral should have either replaced another interactive gameplay area, or the bridges should have been made internal. Add to this the burden of creating a working tower (Q3Radiant's train support is infuriatingly buggy) and trying to convince the robots to understand said train, and you have quite a lot of work cut out for a level that should only require one set of art resources.

2. Mixed gameplay styles.

Having too many ideas have killed more levels than having too few. In the case of The Abyss Bridgeway, the idea was to create a fun level that showcased knowledge of all parts of the Q3A engine for the benifit of a particular potential employer, encompassing player vs player, player vs computer, and player vs environment in an über arena perfect to suit any pleasures. In other words, depending upon preference people were going to like parts of the level, and hate the rest. Any of the elements taken in isolation, such as avoiding bouncy grenade showers, running into rocketblasts, and creeping through creepy clock towers are entertaining endeavors. When this means that you aren't actually fragging anybody and therefore are losing the game, the enjoyment factor suffers. Re-done for personal gain, the level would encompass a much more focused subset of Q3A's abilities.

3. Prototyping by implementing.

Resist the urge to start projects by working on that interestingly shaped table you are dying to get your hands dirty with. Levels should be prototyped well ahead of implementation to balance gameplay, speed up pacing, and avoid reduntant or discarded work. Now that this level's play dynamics are understood, there are several things that could be altered to improve pacing. For example, the tower could be spun off and the map refocused around the middle of the cathedral. Rather than fighting to entice the player into following the linear level layout of the original plan, this would enhance the overall coherency while increasing combat rates and user enjoyment.

While it may seem obvious to you or me, poor Tank Jr has no idea what is going on.

4. Designing for multiplayer.

Thanks to some generous "do not enter" textures, the bots now have the appearance of understanding that falling to their death beneath the bridges is an undesirable thing. However, the intricate train model is far beyond their comprehension. The lava texture at the bottom of the tower swaps out for a teleporter in the single player game to compensate somewhat for this lack of direction, but fighting with bots in this region is still sloppy at best. They don't / can't know how to use the grenade shower (and adding an attractor would only encourage them to jump to the bottom of the shaft), they don't know how to fly, they don't understand the train model, and they tend to be unsuccessful at avoiding the rockets on the top platform. These are all things created from the player vs. level school of design, rather than the player vs. player with a facilitating level design that ID embraced when abandoning the single player campaigns of Quake 2. In short, while your map is ultimately being designed for the human experience, you should never forget the other inhabitants' navigational needs.

"most importantly the level is fun."

Despite certain shortcomings, The Abyss Bridgeway has been a successful endeavor. While there are some pacing differences between areas, the player is free to pick and choose as they want to play. The architecture is very attractive, the gameplay is well balanced in a human vs human matchup, and most importantly the level is fun. Elias de Derham would be pleased.

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