Thursday, July 25, 2013

Fallujah (WIP)

So I'm working on getting my CoD Radiant chops back up to speed. My first project is reviving the dream of a Fallujah setting that I first tried to make back in CoD 1. I will make this a "development blog" kind of post so I'll post it in stages and comment on what I'm doing and where I want to go. As of this first post, I would say the map is maybe 35% complete or so, but I did take some early early shots for the record.

For starters, this is what the initial layout looked like.


It was going to be more urban, with paved roads and big buildings and store fronts. I added a neighborhood to the other side, splitting the map into two different areas: one urban, one residential, split down the middle, but offset a bit.

The brown area in the middle I sort of wanted to be a soccer field but 1. that would have been too big and 2. wouldn't really have made sense for its location. It ended up being a nice covered market. You can kind of see the covering tarps. I was hoping underneath it would be really dark, with a strong sunlight backlighting making silhouettes, and cluttered with vendor stands and boxes and crates and produce and whatever.


The neighborhood was too shallow and 2x2 housing blocks are a little too square so I made it three houses deep. Some buildings got a bit more developed.


Big jump forward here. The map was really too big. I had started the offense in the city and the defense in the suburbs and it was just a really long run to even get to the fight. Ultimately the draw of the house-to-house fighting won out and I got rid of the city section.


Filling it out some more:


Okay now for some in-game shots. Here is the overview. The offense starts at the bottom left. Defense starts at the top right.


The A objective is in the grey construction (or destruction?) at the top left. The B objective is in the second house down on the far right. I'm a little unsure how these locations will play since A might be too close to the offense spawn and if the spawns are moved farther away, B might be too far. We'll see.

Here is a street-level view of where the offense will spawn. Somewhere around there.



The A objective is in that grey building on the left. We are in one of the buildings the offense can use as a firing position. The objective is very close to the spawn, but the approach is dangerously exposed.


A reverse view of the same area:



A defensive firing position:


The rooftops in the foreground are sort of contested territory. The offense can access them via the building on the left, the defense from the building on the right and the middle via the street.

Ground-level views of the center alley:



This is the other half of the map, with the B objective which is in that square-topped building in the background middle.


The objective is in the middle building, second floor. With a fight, the offense can get into the left building and fire into the objective building. Defense spawns near the right building and can fire onto the objective from there.


Back alley on the way to B. The corrugated sheets and wall make something of a valve that lets the offense move into the left building while keeping the defense from getting into the right building too quickly. I had to do this because the defense spawn is somewhat close.


Rooftop firing positions:






ZMB-13

This is a three-level single-player and co-op campaign. The premise is you have been held captive as a test subject in a biological weapon research lab. A power failure has allowed a mutagen, code-named ZMB-13 (get it?), to leak into the lab and everyone is now zombies. Amazingly, your air filtration unit spared you. Imagine that. Now you must make your way to the surface to find whatever rescue awaits.

Thematically you go from a hospital/office environment to the underbelly of the facility with all the pipes and grime to the labs where the real dangerous stuff is developed, finally emerging onto the surface, which I kind of based on nuclear power plants..

Download

Full playthrough of a previous version (there are some bugs in there but don't worry; they got fixed):


Level 1: Barracks











Level 2: Labs




















Level 3: Surface