CGD Week 5 – 6: Level Design Begins: From Combat Zones to Map Flow

VFX Update Based on Refined Combat Mechanics
We refined the visual effects assets in response to the updated elemental combat system.

Level Design – Grey-box Phase
Based on design references from classic radial-style PVP maps, I used ProBuilder in Unity to build a grey-box prototype of our level.


Core Level Elements

Yellow Area: 
When the Crown holder exits the yellow area, the Crown will be dropped automatically.

Target Object (Crown):
Placed in the center of the map. Holding it continuously grants points over time.

Orange Area - Elemental Area:
Elemental Stones (Red = Fire, Blue = Water, Green = Wind)
Attacks can activate the matching elemental area. Once activated, throwing a grenade into it will trigger an elemental reaction, e.g.:
                Fire + Water = Smoke Area (Same interaction logic as grenade + grenade reactions)

Green Area - Respawn Area:
Respawn Stone
    Can be attacked and destroyed.
    Once destroyed, players on that team can no longer respawn.

Level Structure & Design Philosophy

The map has three vertical layers and a symmetrical layout, both horizontally and vertically. Its structure is radial, meaning all action focuses toward the center where the Crown is located. We tried to minimize dead zones and maximize flow.

Top-down Planning:

Each team base connects to the center via three different paths, allowing strategic decisions like:
  • Rushing the Crown
  • Flanking
  • Attacking the enemy base

Vertical Considerations:

  • Thoughtfully placed cover ensures no area feels too exposed.
  • Higher elevations offer long-range attack advantages, but are further from the Crown.
  • The center low-ground is riskier but essential for scoring, encouraging players to evaluate risk vs. reward.

Detailed Design Points

Respawn Stone

Can be attacked from outside the base at certain angles — adds balance and strategic risk.

Elemental Stones

Carefully placed to maintain balance.
  • Their position (inner/outer zones) makes them usable as both tactical triggers and cover.
  • However, staying too close is risky — enemies can activate them to cause adverse reactions near you.




Comments

Popular posts from this blog

CGD Week 11 – 12: Architectural Expansion: Columns, Cover & Verticality

CGD Week 7 – 8: Modular Modelling & Layered Layouts

CGD Week 13 – 15: Final Pass: Materials, Unity Integration & Final Playtesting