Information
Technical Design
- Spawn room system
- Stage gamemodes
- Optimization
- Technical level design
Level Design
- Layout
- Environment design
Details
- Solo Project
- Gamemode: Minigames
- Duration: 3 Weeks
- Platform: PC
- Engine: Source Engine
Fun facts
- Features 10 gamemode stages
- Designed for both newcomers and professionals
Multigames
The level is all about reaching the middle first and then choosing a minigame to play.
Inspired by Mario Party, where a variety of minigames are available.
Setup
The level starts from a large spawn area, where both teams are present. The spawns are to teleport players to 4 set locations. This to give each player a fair chance to reach the center first.
If you are first, you get to choose a minigame. Players may choose a minigame that benefits them personally or that they believe their team will win.
Design choices
Each of the minigames are built around movement and fast reflexes. I designed them to feel rewarding for good execution as a player. However it is forgiving in many regards.
Most of the stages, allows for small mistakes and if you are lucky enough to not get killed by another player, you can try again and again.
The level make full use of the Source Engines movement system. The strafing, bhopping and air acceleration. I designed within the available and limited functions of the Source CSGO engine specific properties.
Technical
As I designed this level, I focused upon fairness and competitiveness in a fun environment. A striking balance between the two.
The logic used in spawn, is built upon a layer of trigger systems, buttons and specific cases that chooses random outcomes.
The triggers seen in the top screenshot, indicates the two teleport triggers that takes players to their new arena. These are given a destination as soon as a player on the top selection floor chooses a stage.
To prevent griefing and exploiting, the levels are designed with counter-measures. Such as automatic teleportation if not stage is chosen after 20 seconds as a winner, or the extensive clipping to prevent players from leaving the playable area.