TPS Harbor – Weekend Design
As a fun challenge I decided to make a level design for a fictional third-person-shooter game made within a weekend! The general concept being a multiplayer “Free-For-All” shooter arena set in a futuristic harbor curated by an AI system.
Download and have a walk through yourself!
Research
To determine what a futuristic harbor would look and function like, I decided to research large modern ports and their future plans for automation. There are several logistical steps from receiving shipped cargo to transferring it to a train or truck.
- Giant cranes unload the containers off the ship onto self-driving haulers.
- The haulers bring it to storage to hand off to a driving gantry crane.
- The gantry places it in storage at the spot assigned by the system.
- Once it’s time, the gantry retrieves it and places it on a train or truck.
Ports all over the world are planning to automate this entire process in the future. The lack of human interference would increase efficiency.
Gameplay Reference
To expand on the gameplay experience there were 2 main reference levels:
Call of Duty MW2 – Shipment – Level Reference
A classic map remastered in COD MW2 is Shipment. A tiny 4v4/6v6 CQB map set between a number of containers, with a fairly simple layout lending itself really well to continuous movement and gunning despite the small size. The close proximity of the containers paired with numerous nooks and crannies to take cover in makes it feel dynamic and chaotic, still providing numerous options for the player to take in any situation.
Halo 2 – Lockout – Level Reference
A Halo fan-favorite map, Lockout is a perfect mixture of catering to different playstyles. Featuring 3 different layers in a rough number 8 shape it combines verticality and paths looping around effectively with a choke-point around which most of the conflicts take place.
Every layer offers a slightly different gameplay experience, with longer sightlines and more open spaces on the top to middle layer, and closer CQB hallways and corners on the lower layer. The use of bridges and gravity lifts as well as advanced player mechanics allow players to switch between these layers at different points around the map.
Gameplay Prototyping
The dynamic elements I added to the arena were the following; self-driving haulers, player interactable elevators, an audio event triggered in a specific area.
Universal Player Trigger (UPT)
As both the elevator and event (and any other future plans) were dependent on a trigger detecting the player, I decided to make a “Universal Player Trigger” which sends a trigger event to any other target blueprint which has incorporated the trigger BP Interface (BPI).
- For the elevator it was necessary for the player to activate by pressing a button. On interaction input, while the player is overlapped by one (or more) UPT’s, the ThirdPersonCharacter BP will send an interaction event to the UPT’s. The UPT’s would then send the interaction event to any other target BP which has incorporated the interaction BPI.
Spline Movement Objects
Both the elevator’s and self-driving haulers needed some form of movement. I opted for spline based movement for easy implementation and iteration. The BP moves a selected target actor along the spline. It has several different movement modes:
- One-shot: Play the movement only once
- Looping: Loop the movement
- Lift: Elevator style movement requiring button presses
I incorporated the different movement modes into the blueprint using an Enumerator, for cleaner and easier state checking. The Elevator Movement Mode incorporates the player interaction event via the Universal Player Trigger (UPT).
Event Alarms
I wanted to create an event that would not interfere too much with the multiplayer match, easy to make, but would still in some way be useful, immersive or epic to players. I opted to go with something useful and immersive in this port dominated by the intelligent system.
If players enter an ‘AI only – zone’ the automated alarms will detect the player and sound the alarm, which can be heard throughout the level, which will give away the player location.
General Concept
The concept was to create an arena for a fictional third-person arcade shooter, 8 player “Free-for-All” Death Match mode. This arena would be set in a futuristic harbor with a “realistic” or grounded environment.
Based on the research I decided it would feature a clear divide between the automated exterior area’s run by the intelligent curating system where human interference is forbidden, versus the warehouse’s interior area’s where corporations would handle more “private” cargo and there would be a human presence. This difference between exterior and interior would also be featured in the gameplay experience of the arena.
These would be divided over several layers of verticality as efficient space usage as demand grows would undoubtedly be a concern in future harbors. These different levels of verticality would also be reflected in the design of the arena.
Environmental Narrative
There are several narrative beats to be incorporated through environmental storytelling:
- It takes place a typical industrial harbor of the future, mostly used for the loading and unloading of cargo.
- The automated machinery drones along uninterrupted. Giant cranes cover the ground with containers, all curated by an intelligent system.
- The level takes place in an area in and around a large corporate private warehouse, the surrounding container storage areas and the underground transport station.
- The corporate warehouses store all kinds of private cargo, not meant to be seen by anyone uninitiated.
- There are several lifts and cranes moving cargo from the container storage ground floor into the underground transport station below.
- The curating system has become so advanced that normally no human interference or presence is allowed in the container storage areas and underground transport station, due to all the automated trucks and cranes efficiently moving around.
- Human presence is therefore normally restricted to the warehouses, which are connected by walkways raised off the ground to allow human travel between.
Level Flow
With the general concept and gameplay references in mind, I established a level flow for the arena.
As the gamemode is a free-for-all Deathmatch, the arena will feature a continuous looping and fast movement flow through the level, which fits the chaotic and fast paced nature of a free-for-all. Multiple paths to choose from at any point prevents the emergence of an extreme choke-point stopping the fast pace dead in the water, and adds ample flanking opportunity.
The different paths (a three lane approach) are divided over the 3 different verticality levels (floors):
Underground floor
Short sightlines and plenty of cover will make this more CQB focussed.
Environment: Underground Transport Station.
A combination of short and long sightlines as well as varying degrees of cover, allowing different playstyles and weapon usage. The ground floor contains most and the best of the weapon and armor pickups as well as spawn points, naturally luring players from the underground and upper floor generating more conflict on this floor.
Environment: Container storage areas & private warehouse’s ground floors.
Upper floor
Environment: Private warehouse’s upper floors & walkways.
The intelligent system controlled nature of the environment should have an impact on the gameplay and level flow. Therefore Dynamic paths (like self-driving haulers), flank routes and cover will be provided to the level on a timed basis, which can be taken advantage of by the player if rightly planned ahead.
Metrics
I built a quick and small 1-vs-1 arena to test and establish the metrics for the actual harbor blockout. The main focus was on camera and movement metrics to ensure a smooth third-person experience throughout the level.
See the full metrics list
-
Metrics of player actions as set up in the project. All except the camera are default Unreal settings.
- Camera
- Default follow distance to player: 2.5m
- Standing
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Running
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Move Speed: 500 m/s
- Crouching
- Collision Capsule Height: 0.9m
- Collision Capsule Width: 0.7m
- Move Speed: 250 m/s
- Jumping
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Jump Height: 1.4m
- Jump Length: ~3m
- Camera
-
Game Space
- Estimation based on the metrics test level game space. Size = 18m x 48m for a 1v1 level setup.
- Max size: 200m x 200m
- Min Size: ~3500m^2
- Height: No Limit
Walkways/Paths
- Determined based on tested comfortable camera rotation usage.
- General Width: >= 3m
- Min Width: 2m
Doors/Entrances
- Determined based on tested comfortable camera rotation usage.
- General Width: >= 2m
- Min Width: 1.5m
- Min Height: 3m
Floor Height
- Determined based on tested comfortable camera rotation usage.
- Min. Height between floors: 4m
Cover Objects
- Min Height: 1m
- Min Width: 1m
Jump-on (vaultable) objects
- Height Jump:
- Max Height: 1m
- Gap Jump:
- Max Gap Length: 3m
- Height & Gap Jump
- Max Height: 1m
- Max Gap Length: 2m
General Concept
The concept was to create an arena for a fictional third-person arcade shooter, 8 player “Free-for-All” Death Match mode. This arena would be set in a futuristic harbor with a “realistic” or grounded environment.
Based on the research I decided it would feature a clear divide between the automated exterior area’s run by the intelligent curating system where human interference is forbidden, versus the warehouse’s interior area’s where corporations would handle more “private” cargo and there would be a human presence. This difference between exterior and interior would also be featured in the gameplay experience of the arena.
These would be divided over several layers of verticality as efficient space usage as demand grows would undoubtedly be a concern in future harbors. These different levels of verticality would also be reflected in the design of the arena.
Environmental Narrative
There are several narrative beats to be incorporated through environmental storytelling:
- It takes place a typical industrial harbor of the future, mostly used for the loading and unloading of cargo.
- The automated machinery drones along uninterrupted. Giant cranes cover the ground with containers, all curated by an intelligent system.
- The level takes place in an area in and around a large corporate private warehouse, the surrounding container storage areas and the underground transport station.
- The corporate warehouses store all kinds of private cargo, not meant to be seen by anyone uninitiated.
- There are several lifts and cranes moving cargo from the container storage ground floor into the underground transport station below.
- The curating system has become so advanced that normally no human interference or presence is allowed in the container storage areas and underground transport station, due to all the automated trucks and cranes efficiently moving around.
- Human presence is therefore normally restricted to the warehouses, which are connected by walkways raised off the ground to allow human travel between.
Level Flow
With the general concept and gameplay references in mind, I established a level flow for the arena.
As the gamemode is a free-for-all Deathmatch, the arena will feature a continuous looping and fast movement flow through the level, which fits the chaotic and fast paced nature of a free-for-all. Multiple paths to choose from at any point prevents the emergence of an extreme choke-point stopping the fast pace dead in the water, and adds ample flanking opportunity.
The different paths (a three lane approach) are divided over the 3 different verticality levels (floors):
Underground floor
Short sightlines and plenty of cover will make this more CQB focussed.
Environment: Underground Transport Station.
A combination of short and long sightlines as well as varying degrees of cover, allowing different playstyles and weapon usage. The ground floor contains most and the best of the weapon and armor pickups as well as spawn points, naturally luring players from the underground and upper floor generating more conflict on this floor.
Environment: Container storage areas & private warehouse’s ground floors.
Upper floor
Environment: Private warehouse’s upper floors & walkways.
The intelligent system controlled nature of the environment should have an impact on the gameplay and level flow. Therefore Dynamic paths (like self-driving haulers), flank routes and cover will be provided to the level on a timed basis, which can be taken advantage of by the player if rightly planned ahead.
Metrics
I built a quick and small 1-vs-1 arena to test and establish the metrics for the actual harbor blockout. The main focus was on camera and movement metrics to ensure a smooth third-person experience throughout the level.
See the full metrics list
-
Metrics of player actions as set up in the project. All except the camera are default Unreal settings.
- Camera
- Default follow distance to player: 2.5m
- Standing
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Running
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Move Speed: 500 m/s
- Crouching
- Collision Capsule Height: 0.9m
- Collision Capsule Width: 0.7m
- Move Speed: 250 m/s
- Jumping
- Collision Capsule Height: 1.8m
- Collision Capsule Width: 0.7m
- Jump Height: 1.4m
- Jump Length: ~3m
- Camera
-
Game Space
- Estimation based on the metrics test level game space. Size = 18m x 48m for a 1v1 level setup.
- Max size: 200m x 200m
- Min Size: ~3500m^2
- Height: No Limit
Walkways/Paths
- Determined based on tested comfortable camera rotation usage.
- General Width: >= 3m
- Min Width: 2m
Doors/Entrances
- Determined based on tested comfortable camera rotation usage.
- General Width: >= 2m
- Min Width: 1.5m
- Min Height: 3m
Floor Height
- Determined based on tested comfortable camera rotation usage.
- Min. Height between floors: 4m
Cover Objects
- Min Height: 1m
- Min Width: 1m
Jump-on (vaultable) objects
- Height Jump:
- Max Height: 1m
- Gap Jump:
- Max Gap Length: 3m
- Height & Gap Jump
- Max Height: 1m
- Max Gap Length: 2m
Research
To determine what a futuristic harbor would look and function like, I decided to research large modern ports and their future plans for automation. There are several logistical steps from receiving shipped cargo to transferring it to a train or truck.
- Giant cranes unload the containers off the ship onto self-driving haulers.
- The haulers bring it to storage to hand off to a driving gantry crane.
- The gantry places it in storage at the spot assigned by the system.
- Once it’s time, the gantry retrieves it and places it on a train or truck.
Ports all over the world are planning to automate this entire process in the future. The lack of human interference would increase efficiency.
Gameplay Reference
To expand on the gameplay experience there were 2 main reference levels:
Call of Duty MW2 – Shipment – Level Reference
A classic map remastered in COD MW2 is Shipment. A tiny 4v4/6v6 CQB map set between a number of containers, with a fairly simple layout lending itself really well to continuous movement and gunning despite the small size. The close proximity of the containers paired with numerous nooks and crannies to take cover in makes it feel dynamic and chaotic, still providing numerous options for the player to take in any situation.
Halo 2 – Lockout – Level Reference
A Halo fan-favorite map, Lockout is a perfect mixture of catering to different playstyles. Featuring 3 different layers in a rough number 8 shape it combines verticality and paths looping around effectively with a choke-point around which most of the conflicts take place.
Every layer offers a slightly different gameplay experience, with longer sightlines and more open spaces on the top to middle layer, and closer CQB hallways and corners on the lower layer. The use of bridges and gravity lifts as well as advanced player mechanics allow players to switch between these layers at different points around the map.
Gameplay Prototyping
The dynamic elements I added to the arena were the following; self-driving haulers, player interactable elevators, an audio event triggered in a specific area.
Universal Player Trigger (UPT)
As both the elevator and event (and any other future plans) were dependent on a trigger detecting the player, I decided to make a “Universal Player Trigger” which sends a trigger event to any other target blueprint which has incorporated the trigger BP Interface (BPI).
- For the elevator it was necessary for the player to activate by pressing a button. On interaction input, while the player is overlapped by one (or more) UPT’s, the ThirdPersonCharacter BP will send an interaction event to the UPT’s. The UPT’s would then send the interaction event to any other target BP which has incorporated the interaction BPI.
Spline Movement Objects
Both the elevator’s and self-driving haulers needed some form of movement. I opted for spline based movement for easy implementation and iteration. The BP moves a selected target actor along the spline. It has several different movement modes:
- One-shot: Play the movement only once
- Looping: Loop the movement
- Lift: Elevator style movement requiring button presses
I incorporated the different movement modes into the blueprint using an Enumerator, for cleaner and easier state checking. The Elevator Movement Mode incorporates the player interaction event via the Universal Player Trigger (UPT).
Event Alarms
I wanted to create an event that would not interfere too much with the multiplayer match, easy to make, but would still in some way be useful, immersive or epic to players. I opted to go with something useful and immersive in this port dominated by the intelligent system.
If players enter an ‘AI only – zone’ the automated alarms will detect the player and sound the alarm, which can be heard throughout the level, which will give away the player location.
Harbor Arena – Final Blockout
Greyboxing
The blockout has been broken up into several levels. A level for each “floor” (level of verticality) and a PERSISTENT level as a parent containing all logic assets. This was done to enable easier navigation and iteration, being able to turn on or off any layer of the greybox to avoid “cross-contamination”.
Underground Floor
The underground floor features the shortest sightlines and is designed to feature the most chaotic and intense CQB combat of the arena. It can be entered through either the east or north interior area’s of the Ground Floor and centers around the massive elevator.
The central elevator can be controlled by players, providing cover and another way out when on the Underground Floor, or suddenly opening up new longer sightlines when being called up to the Ground Floor.
Top Floor
The Top Floor features the longest sightlines, within the open long overpass of interior itself but also onto certain exterior area’s. This lends itself well to a long-range playstyle.
However, with 4 different paths to approach the top level and a lack of full-player sized hard cover players are vulnerable to being flanked if they stick around for too long.
Spawn Point Placement
Spawn points are placed around the perimeter of the arena. The ground floor features most, but few can be found on the Top and Underground floors. All Spawn Points are placed according to the following criteria:
- None of the spawn points should have direct sightlines to each other.
- Spawn points should be in a relatively covered position.
- When players spawn, they should have multiple movement options or paths available.
Audio Event
Human interference is not allowed on the road. If a player does cross this road, alarms seen around the harbor will be set off, potentially alerting all other players of your location. Players can choose to take a safer route along the sea-side, underground, overpass or haulers, or decide to risk the shortcut from one area to the other.
If I were to spend more time...
- Cover Iteration Pass
It feels to me like the level is a bit too cramped currently, like in some areas the cover placement is overdone. I would like to do a pass to move around and remove some cover. (Especially in the container areas) - Automatic Door Implementation
Currently there are no doors filling the door holes. I would like to implement automatically opening doors using the UPT’s, which would block off some sightlines when closed and give an auditory clue to any players nearby. - Lighting Pass
Currently there are no light-sources within the buildings, which looks rather gray and bland, making it hard for the eye to know where to look. I would like to do a proper lighting pass to better guide the player through the environment. - Dynamic Crane Cover/Paths
To strengthen the feeling of the harbor being a fully automatic system, and the player being able to take more advantage of that. - Visual Communication of Audio Event
Improve the visual communication of the ‘AI-Only’ alarm event to the players crossing the road. For example, using a “hologram wall” the player would need to cross through, making the connection between the action and the result clearer.
Ground Floor
The ground floor offers opportunity for all playstyles and weapons to shine. Offering CQB in the interiors and a mix of short to medium to long sightlines in the exteriors. The ground floor connects the top floor and underground together through several entry points, ensuring a flanking or escape route is always available to the player.
The ground floor is divided into three smaller area’s; interior Warehouse, interior Security Office, and the exterior container storage. Players can rotate through these in any direction. The area’s are cut apart by a road where high-speed automated haulers rush through in both directions. Players looking for a flank or an alternative route into any of these area’s can try to hitch a ride on or use these haulers for cover. However, this will trigger the human interference alarms and give away their position. A high-risk high-reward gamble.
Pickup Placement
Available Pickups are the following: Pistols, Shotguns, Assault Rifles, Sniper Rifles, and Armor. Every spawn point features an immediate pistol pickup. Other pickups are placed according to the following criteria:
- Weapons are placed in areas that support that weapon type.
- “Better” weapons/armor are placed in harder to reach areas.
- The largest amount of pickup placements are around the central elevator on the ground and underground level, luring players away from the perimeter for a central conflict. The lowest amount on the top level to prevent camping and the overpass becoming a choke-point.
- A “better” weapon should be available nearby for every spawn point.
Player Restrictions
Several level rules that restrict player gameplay:
- Jumping into the ocean kills the player.
- Standing in front of the moving container haulers kills the player.
- This is not the case when the player jumps on top, on the front or back platform of the hauler.
- Standing on the moving container hauler as it moves through the level border (blue hologram gate) kills the player.
- Standing under an elevator as it comes down kills the player.
Ground Floor
The ground floor offers opportunity for all playstyles and weapons to shine. Offering CQB in the interiors and a mix of short to medium to long sightlines in the exteriors. The ground floor connects the top floor and underground together through several entry points, ensuring a flanking or escape route is always available to the player.
The ground floor is divided into three smaller area’s; interior Warehouse, interior Security Office, and the exterior container storage. Players can rotate through these in any direction. The area’s are cut apart by a road where high-speed automated haulers rush through in both directions. Players looking for a flank or an alternative route into any of these area’s can try to hitch a ride on or use these haulers for cover. However, this will trigger the human interference alarms and give away their position. A high-risk high-reward gamble.
Pickup Placement
Available Pickups are the following: Pistols, Shotguns, Assault Rifles, Sniper Rifles, and Armor. Every spawn point features an immediate pistol pickup. Other pickups are placed according to the following criteria:
- Weapons are placed in areas that support that weapon type.
- “Better” weapons/armor are placed in harder to reach areas.
- The largest amount of pickup placements are around the central elevator on the ground and underground level, luring players away from the perimeter for a central conflict. The lowest amount on the top level to prevent camping and the overpass becoming a choke-point.
- A “better” weapon should be available nearby for every spawn point.
Player Restrictions
Several level rules that restrict player gameplay:
- Jumping into the ocean kills the player.
- Standing in front of the moving container haulers kills the player.
- This is not the case when the player jumps on top, on the front or back platform of the hauler.
- Standing on the moving container hauler as it moves through the level border (blue hologram gate) kills the player.
- Standing under an elevator as it comes down kills the player.
Greyboxing
The blockout has been broken up into several levels. A level for each “floor” (level of verticality) and a PERSISTENT level as a parent containing all logic assets. This was done to enable easier navigation and iteration, being able to turn on or off any layer of the greybox to avoid “cross-contamination”.
Underground Floor
The underground floor features the shortest sightlines and is designed to feature the most chaotic and intense CQB combat of the arena. It can be entered through either the east or north interior area’s of the Ground Floor and centers around the massive elevator.
The central elevator can be controlled by players, providing cover and another way out when on the Underground Floor, or suddenly opening up new longer sightlines when being called up to the Ground Floor.
Top Floor
The Top Floor features the longest sightlines, within the open long overpass of interior itself but also onto certain exterior area’s. This lends itself well to a long-range playstyle.
However, with 4 different paths to approach the top level and a lack of full-player sized hard cover players are vulnerable to being flanked if they stick around for too long.
Spawn Point Placement
Spawn points are placed around the perimeter of the arena. The ground floor features most, but few can be found on the Top and Underground floors. All Spawn Points are placed according to the following criteria:
- None of the spawn points should have direct sightlines to each other.
- Spawn points should be in a relatively covered position.
- When players spawn, they should have multiple movement options or paths available.
Audio Event
Human interference is not allowed on the road. If a player does cross this road, alarms seen around the harbor will be set off, potentially alerting all other players of your location. Players can choose to take a safer route along the sea-side, underground, overpass or haulers, or decide to risk the shortcut from one area to the other.
If I were to spend more time...
- Cover Iteration Pass
It feels to me like the level is a bit too cramped currently, like in some areas the cover placement is overdone. I would like to do a pass to move around and remove some cover. (Especially in the container areas) - Automatic Door Implementation
Currently there are no doors filling the door holes. I would like to implement automatically opening doors using the UPT’s, which would block off some sightlines when closed and give an auditory clue to any players nearby. - Lighting Pass
Currently there are no light-sources within the buildings, which looks rather gray and bland, making it hard for the eye to know where to look. I would like to do a proper lighting pass to better guide the player through the environment. - Dynamic Crane Cover/Paths
To strengthen the feeling of the harbor being a fully automatic system, and the player being able to take more advantage of that. - Visual Communication of Audio Event
Improve the visual communication of the ‘AI-Only’ alarm event to the players crossing the road. For example, using a “hologram wall” the player would need to cross through, making the connection between the action and the result clearer.
Download and have a walk through yourself!