Checkpoint - Valley
Design of Checkpoint -Valley
The map for the "Checkpoint" gamemode "Valley" was made as a continuation of the Level Design Test from NWI to test my level design theory and bring life to the blockout by putting into the insurgency sandstorm modding tools.
I designed the map for the checkpoint gamemode which consists of a group of limited respawns players, assaulting and then defending a position held by AI with no spawn limits. once a point is capture and then defended a new objective will open up and players will respawn and be able.
Multiple iterations were made throughout the course of development. Notably the maps size was reduced in order to shorten the map run time to already existing maps within the checkpoint gamemode roster but also to shorten the engagement distance between ai and players making gameplay much more intense and engaging
Moodboards and References
The concept for this map mod is an expansion of the design test I recently completed for New world interactive.
Loosely based on a mountainous fortress/castle-style environment with winding caverns and height differences. The Landscape is set in Punjab Valley in Afghanistan with large rocky hills and canyon paths
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Top Down Plans & Node designs
In order to plan out the map in a fashion that would integrate my initial design I took a modular approach to top-down plans by designing each section of the map in a seperate artboard in order to effectively plan gameplay for each location of the map.
Doing this also allows me to make modifications to each section more rapidly allowing for faster iteration and a more accurate vision of the node-based designs previously made.
Each objective designed to be assaulted from 2 primary directions and then allow enemies to spawn from many more directions once the objective is captured this acts a capture-and-hold-the-flag style game with limited respawns it forces players to defend the captured objectives from waves of ai enemies