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Sewers Map Level Design Document

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Here is the LDD for the sewer level that I made for the Level Design Lobby Mentorship

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Sewers Map Level Design Document

  1. 1. LEVEL DESIGN LOBBY: THE SEWERS LEVEL DESIGN DOCUMENT VERSION 1.0 SIMÓNCARREÑO AMPUERO scarreno@dark-ware.com https://www.dark-ware.com
  2. 2. Level Design Document 1 Contents 1. Overview................................................................................................. 2 2. Environment ............................................................................................ 5 2.1 Level Atmosphere/Mood ..................................................................... 5 2.2 Map Objectives ............................................................................... 16 2.3 Challenge Highlights ........................................................................ 17 2.4 Actors ........................................................................................... 17 3. User Interface........................................................................................ 19 4. Gameplay.............................................................................................. 20 4.1 Gameplay Mechanics........................................................................ 20 4.2 Level Progression Chart .................................................................... 20 4.3 Level Flow Chart.............................................................................. 21 4.4 Level Beat Chart.............................................................................. 22 4.5 Level Layout ................................................................................... 23
  3. 3. Level Design Document 2 1. Overview 1.1 Campaign  Sewers that connects the city with the biological plant in the outskirts. Being very guarded by the terrorists who wants to take control of the entire country.  Single Campaign 1.2 Mission Location  Sewers underground the city. At the end the player reaches the city  Indoor environments  Some internal rooms that controls some aspects between the bio plant and the sewers itself.  City is having its normal night life, like nothing bad is happening 1.3 Mission Difficulty OCR Activity # Of Used Total Difficulty Get to the First Security control room & Open the Main Control Room Shotgun Soldier 3 9 Fire Demon 3 9 Dual Fire Demon 1 4 Switch Find 1 1 Total 23 Go to the Main Control Room and retrieve the Exit Key Key Find 1 1 Homing Rocket Demon 2 6 Shotgun Soldier 2 6 Zombie 2 2 Green Flame Demon 1 5 Total 20 Go to the Back Alley and destroy the boss Shotgun Soldier 4 12 Green Flame Demon 1 5 Total 17
  4. 4. Level Design Document 3 Get to the First Security control room & Open the Main Control Room 23 Go to the Main Control Room and retrieve the Exit Key 20 Go to the Back Alley and destroy the boss 17  General: The difficulty curve slightly decreases over the time, however the enemies become more stronger in each part of the level.  Get to the First Security Control Room & Open the Main Control Room: The player starts at the entrance of the sewers with his pistol, he goes through the tunnels until he finds some enemies and weapons to proceed into the level. He must fight all the enemies on the way to the first security room that has the switch that opens the Main Control Room inside the sewers. Just before to reach the area where this Control Room is, the player faces a two tunnels, one leads to the other side of the sewer and to the First Security Control Room, the other path faces to a dead end area but with some goodies useful for the rest of the level.  Go to the Main Control Room and retrieve the Exit Key: The player after he presses the switch, he goes back to the sewer hall and then goes to the other zone at his left. There’s a wide-open area with a platform that allows the player to go to the exit. The must face two homing missile demons and some shotgunners in order to proceed to the Main Control room. Inside the
  5. 5. Level Design Document 4 room the player faces two little enemies and finds two doors. One leads to the key and to the first boss battle in this level. The other leads to the hall in front of the door of the first security room. The player will need the key watched by the boss to be able to open the exit elevator.  Go to the Back Alley and destroy the boss: The player reaches a middle zone between the sewers and the surface on the city. After he deals with the enemies in this zone, he uses the stairs to reach the back of an abandoned building watched by some enemies and the last boss in the level. 1.4 Mission Metrics  The average completion time of this level: 4 minutes and 4 Seconds, it could take longer depending on the player’s skill.  The playable area should be 124 x 92.5 units. OCR Activity # Of Used Time Value Total Time Value Start Movement 1 3 3 Total 3 Get to the First Security control room & Open the Main Control Room Shotgun Soldier 3 3 9 Fire Demon 3 5 15 Dual Fire Demon 1 7 7 Switch Find 1 1 1 Find Extra Goodies 1 4 4 Movement 1 10 10 Total 46 Transition Walk 1 2 2 Total 2 Go to the Main Control Room and retrieve the Exit Key Key Find 1 1 1 Homing Rocket Demon 2 10 20 Shotgun Soldier 2 5 10 Zombie 2 2.5 5 Green Flame Demon 1 60 60 Movement 1 12 12 Total 108 Transition (elevator) Movement 1 5 5 Total 5 Go to the Back Alley and destroy the boss Shotgun Soldier 4 5 20 Green Flame Demon 1 60 60 Total 80 Grand Total 244
  6. 6. Level Design Document 5 2. Environment 2.1 Level Atmosphere/Mood 2.1.1 Story The map is not meant to have a history or to be inside a game. The level is for portfolio purposes. However, the concept that I used for this level is about a private investigator who went to a biological plant to solve a mysterious case and find some demon/alien invasion going. After he escapes from the biological plant, he faces the sewers between the plant and the city. The player must go through the sewers and find the exit to the alley. The level atmosphere is inside of a sewer environment, very cold and dirty but very functional since it has a couple of elements that were come from the biological plant itself.
  7. 7. Level Design Document 6 2.1.2 Major Areas/Visual Themes
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  17. 17. Level Design Document 16 2.2 Map Objectives  Reach the First Security Room and Activate the switch to open the Main Security Room  Go to the Main Security Room and fight the boss to retrieve the exit key  Exit to the surface and face the last boss battle to finish the level
  18. 18. Level Design Document 17 2.3 Challenge Highlights 2.4 Actors 2.4.1 Player  The player is a policeman.  The player starts in the sewers after he leaves the Biological Plant.  The player counts with his pistol.  The objective of the player is return to the city. 2.4.2 Enemy List 2.4.2.1 Shotgun Soldier  Type: Ranged  Weapon: Shotgun  Damage: Medium at long distance, High at close distance  Health: 100HP  Armor: 0  Amount: 9  Difficulty (HP/Damage/Armor): 3 2.4.2.2 Fire Demon  Type: Ranged  Weapon: Fireball  Damage: High Damage  Health: 50HP  Armor: 0  Amount: 3  Difficulty (HP/Damage/Armor): 3 2.4.2.3 Dual Fire Demon  Type: Ranged  Weapon: Fireball at long distance and Flamethrower at near distance.  Damage: High Damage  Health: 100HP  Armor: 0  Amount: 1  Difficulty (HP/Damage/Armor): 4 2.4.2.4 Homing Missile Demon  Type: Ranged  Weapon: Homming Missiles  Damage: High  Health: 100HP
  19. 19. Level Design Document 18  Armor: 0  Amount: 2  Difficulty (HP/Damage/Armor): 3 2.4.2.5 Zombie  Type: Melee  Weapon: Claws  Damage: Low  Health: 50HP  Armor: 0  Amount: 2  Difficulty (HP/Damage/Armor): 1 2.4.2.6 Green Fire Demon  Type: Ranged  Weapon: Green Fireballs & Claws  Damage: High  Health: 1000HP  Armor: 0  Amount: 2  Difficulty (HP/Damage/Armor): 5
  20. 20. Level Design Document 19 3. User Interface  Pre-Game Information: o No previous information displayed at the beginning.  In-Game Information: o No In-Game information is displayed.  Post-Game Information: o There’s no post-level information. The next level loads using the loading screen with the preview image.  HUD Elements o Health, ammo, and armor are in front of the player. o The keys collected through the level appears at the corner
  21. 21. Level Design Document 20 4. Gameplay 4.1 Gameplay Mechanics  The player must use his weapons to kill enemies through the level.  The player must find keys to open locked doors.  The player must use a switch to open a locked.  The player fights 2 bosses on the level. 4.2 Level Progression Chart The following table discloses all the encounters and the different kinds of threats that the player faces at this level. Activity # Of Used Difficulty Total Difficulty Key Find 1 1 1 Switch Find 1 1 1 Shotgun Soldier 9 3 27 Zombie 2 1 2 Fire Demon 3 3 9 Dual Fire Demon 1 4 4 Homing Rocket Demon 2 3 6 Green Flame Demon 2 5 10 Total 60
  22. 22. Level Design Document 21 4.3 Level Flow Chart
  23. 23. Level Design Document 22 4.4 Level Beat Chart Kill the Shotgunner at the first bridge 2 Kill the Shotgunner at the tunnel entrance 2 Kill the enemies at the first tunnel exit 5 Kill the fire demon at the entrance of the second tunnel 3 Kill the demons at the First Security Room 7 Press the Switch to open the Main Securty Room Area 1 Kill the enemies at the elevator entrance room 5 Kill the enemies at the Main Security Entrance room 5 Kill the zombies inside the Security Room area 2 Kill the Green Demon watching the key 5 Grab the Key and go to the elevator 1 Kill the enemis in the middle area 6 kill the shotgunners near the boss 6 Kill the final boss and exit the level 5 Go to the Back Alley and destroy the boss Get to the First Security control room & Open the Main Control Room Go to the Main Control Room and retrieve the Exit Key
  24. 24. Level Design Document 23 4.5 Level Layout

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