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Druidic is a 4v4 Capture-The-Flag type map that is built around the idea of high paced risk & reward. The faster you get to the flag, the higher the risk. With the riskiest path being the most rewarding if completed, but also the most demanding and vulnerable path.

Overview.PNG
Overview.PNG
Baseline design

Having both played and built in the older Unreal Tournament editions, I was really excited to try out the 2014 version and make something that utilized the Wall-run mechanic as a focus point. This made me want to make a multi-path level with the shortest path being based around wall running.

This also meant that the more short range and aggressive weapons would have a stronger function. To counter the short range and speedy access of the Wall-run route, I added a mid section, a side section and three different levels of height. These gave the players 5 different paths to chose from, meaning that at least one could be safe for a player to reach the enemy base.

Height differences
Overview.png

A lot changed from the initial sketch to the left. With the underground added and the heights less asymmetrical being the largest factors. As well as the middle section, which got a center building with jump-pads on it, creating a speedy way to get across or escape if you're stuck in the middle.

Wall run

The great thing about the Wall-run in UT 2014 is that it is very finely tuned; the drop-off rate and angle at which the player has to keep to stay on the run offer a good learning curve and challenge. As soon as you take damage, you fall off the run. This meant that the shortest path had a lot of difficulty to it initially, but could be learned by the players. Which showed to be true when later playtested with people.

I split the wall-run into two sections, meaning that the player had to land on a platform in-between before continuing. This added another element of difficulty, since you now had to do two successful wall-runs in a row. But if you made it, it only took within 30 seconds to get to the flag.

To make the run both an attractive path to take, as a well as an important path to observe - I added the only damage buff on the map on the platform situated in the middle.

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Strategies

Besides the short-range aggressive route. There were other strategies that I tried to implement into the level. Partially by adding suitable weapons to specific spots; long range weapons can be found on higher venues, similar to mid-range in the middle path etc. In the middle path, you can also access the underground passage, in which there are health boosts as well as a damage buff.

You could summarize the strategies as:

  • Short-distance aggressive - Grenade launcher/Bio rifle and wall-run across 

  • Mid-distance aggressive - Flak cannon (shotgun) and push through the middle section straight up towards the enemy base.

  • Mid-distance sneak - Flak cannon into underground, then come up beside enemy base

  • Long-distance support - Highest path - Shock Rifle, hang back on height behind cover and snipe.

  • Long-distance aggressive - Underneath highest - Ligthning rifle, push forward and flank enemy base.

Gallery

*Contrast levels went off in recording software, resulting in a darker lighting

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William Clifford

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