“Gun Metal: 3297”
Action First Person Shooter
Gun Metal: 3297 is one Game/Project of many within the Gun Metal Universe.
Gun Metal: 3297
Genre- Action FPS
With movement in line with Apex or Halo, the gunplay will be fast paced but tactical. Holding lines of sight and pathways to the Points of Interest being the key focus during gameplay and design.
Game Modes- TDM/CTF/KotH
Each map will be designed for multiple game modes and various numbers of teams. Embracing the Military Training Facility theme, the modes will reflect squad/team based tactical combat.
Lore- Space Colony Military Arena Sport
The space exploring Faction “ONI” has built a colony on the dead moon “Limbo”, where they mine it for metal resources. ONI’s military has a large training facility where they host TDM/CTF/KotH matches in a large arena similar to the NFL/Olympics/World Cup. All weapons used in the arena function similarly to Laser Tag guns, where they activate the armor of the enemy with a concussive hit.
Level Editor- Public Made, Public Played
Along with the combat game modes, there would also be a fully functioning level editor for the public to play with and publish their own levels. That they can be downloaded and played in public matches in a unique community level playlist. Taking heavy inspiration from the Tony Hawk Pro Skater level editor. Simple block out form building materials and a library of basic assets.
Active Development-
First Map- “Red vs Blue” TDM/CTF/KotH
Created using Unreal Engine 5 (Early Access), the level will be an initial proof of concept. Production began once I’d become familiar with UE5 in late June, 2021.
Level Block Out- Stadium Arena
July 14th, 2021
The design initially started as a very small map, similar in scale to Halo’s “Wizard”. An extremely small map that was completely symmetrical. The Red/Checkerboard side was the first iteration of the map, the Grey side has walls added. Went in without a plan, simply wanted to explore UE5 and see where the design goes.
The design evolved to increase in scale and verticality. Creating a multileveled base on either side of the stadium with a Flag placed in the center of the map at the top of a bunker. Elongated the level to give more space between each base and the new structure in the middle. Created a tunnel that travels down the center of the map from one base to another, located under the “hill”. The large angled structures flanking the playable map are placeholders for stadium seating and audience.
Added entry ways to the underground tunnel that run along each side. Expanded the sides to incorporate a watchtower and large rooms underneath. Anticipating a problem of the path to the central flag being too easy, added a small elevated platform to each team’s side. Also added a flag to each team’s base. With the intent that the Green center flag would be worth 1 point, and each team’s flag would be worth 3 points. The level continued to be symmetrical through it's different iterations which was the intention from the start
Each Base has three levels with multiple routes to leave, each offering a different amount of cover and distance to POIs. A couple of 3rd person controllers are placed at the base to reference for scale. The flag is on the main floor with many routes, up, down, and out of the base.
The Green flag is on a slightly elevated platform where you must expose yourself to the enemy side to climb the ramp. Multiple stairways branch from different watchtowers and pathways offering strong lines of sight both above and below ground.
The map is symmetrical on both the X and Y axis, making it quick to learn and master the pathways regardless of which team you're on. Though it's intentionally symmetrical as far as the layout, additional assets will soon be added “randomly” throughout the level to provide more cover and to break up each side from being perfectly identical.
The underground tunnel is a close quarters gauntlet leading to a series of ramps into the center platform and Green flag. Bases are clearly identified by their color schemes in the materials and lighting. All lighting is placeholder and does not reflect the final amount or location of lights.
Level Block Out - Update After Initial Feedback
July 22nd, 2021
Provided V1 to a small group of people, each providing some feedback. They identified multiple problem areas throughout the level as well as gave suggestions on how to eliminate some of the issues. After documenting their feedback and recording some notes of my own, I made the following changes to the level.
To help form more readable front lines, some significant changes were made to the center of the map. Created a large bunker type structure that runs the width of the map’s center. This completely blocks sight from one base to the other. Also removed pathways across and through the “hill” running the length of the arena, doing this to help reduce confusion on potential enemy locations and routes.
The level continues to be mirrored on the X and Y axis. From each base there is a Left, Right, Middle High, and Middle Low route. The Left and Right paths have a “Top” and “Bottom” however. Wanted to keep the same general layout but provide clearer routes to and from the Flag.
Leaving your base through the Main Entrance now has defensible cover, that also reduces line of sight and visual confusion when leaving the base. Still may need to be addressed further. The roof on the central bunker is not intended to be a playable area, though this could be explored and changed in the future.
The quickest route to the flag requires a long run up the large colored ramp. Once you reach the top, each team has a direct line of sight on one another. However, they each also have their own room to fight out of.
The Central Bunker is it's own mini arena with a few main routes in and out, and a couple sneakier ways through as well. Each team has colored sides of their own to defend as they push. There are two additional flanking perches that also have direct line of sight on the Flag. The interior and exterior of the bunker will have this distinct color scheme in materials and lighting to help the players more quickly identify their surroundings and route back to base.
Most of the feedback received from the previous build was to reduce the number and length of Lines of Sight. Another key input was to minimize the route decision making process, there were far too many paths to the same locations. Hopefully this has been mitigated by removing some of the doorways and introducing a significant number of walls and rooms. However, the central point where the Green Flag sits may still need some love in this department.
Next Steps
Replace Brushes While Gaining Feedback
After packaging up the Block out, the next phase will be replacing the Brushes with my own 3d assets. While the assets are being modelled I’ll also be prototyping some guns. Eventually networking will need to be sorted out, but that's a ways down the road. Will also be reaching out to other game and level designers to gain as much feedback on the blockout as I can.
Already have this Wingman (from Apex: Legends) modeled and unwrapped, was having issues baking the normal map so it is not textured yet, will need to revisit in order to use the model. May use this as a place holder gun while prototyping.
Glitched Out Brushes
There are two identified BSPs in the current build (07/15/2021) that have visual and collision issues. The one on the left has a poly not rendering on the half wall, the image on the right shows a large triangle that should not be there but has been glitched from a nearby wall/floor. Both will be addressed soon.
This seems to have been addressed with replacing problematic brushes and reducing the overall brush count. There are some problem areas, but not as bad as the previous build. (07/22/2021)