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Prodeus:
Crash Landing

     Crash Landing started as a passing interest in the level editor in the game Prodeus and quickly became a challenge to myself. Could I make a level in two weeks while also learning this level editor.

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     This challenge actually spawned from my frustrations on a previous level I had made "The Big Night" that despite working on daily for about a month didn't get to have all the features I wanted.

editor 1.PNG

Admittedly this challenge came at the cost of documentation. Between learning the level editor and modeling out the entire stage, returning to my paper map and detailing it like I usually do didn't get to happen. Instead the level itself became my documentation even if it often got tangled in the visual coding nodes the editor uses, and also likes to hide if not clicked on.

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Paper Map

So let's talk design. Crash Landing's design intention was pretty clear from the start. I wanted to make linear level with a bit of a complicated and winding layout that featured a collection of set piece combat arena's to test out what I could do with the level editor. Often the level double backs on itself in interesting ways in order to convey an idea of slowly dismantling this alien base on the surface of this planet. You  come in, start blasting heads and begin shutting down machinery and getting keycards to bypass security.

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     The design of the level was intended to allow the player to essentially hold forward and be able to find their way through the level. It's hard to tell with the very simple paper map but many of the early rooms have multiple ways into them. Early on before you get the first keycard most combat arena's have multiple doors you can enter from that allow you to take different ways into them so the player doesn't hit dead ends early on and instead are always finding the next correct room to go to as long as they go to a door they haven't been in yet.

 

    This I felt kept the pace smooth and consistent while also creating some interesting scenarios for the player to deal with. In particular the circular combat arena on the third image on the west side played out very differently depending on which end you came in. As on one end you would come in at the top of the arena and have to scavenge for ammo in the room but be in a safe position while coming in the other you'd have plenty of ammo and health as there's a restock area just before but you'd be walking straight into an ambush. Taking either way also made sure you learned both important aspects of the level in pieces rather than all at once. One being you need a red key, and the other being where the red key is and how to get it.

     Going into making Crash Landing however I wanted it to have something other fan maps didn't have. Something visual or distinct about it's setting or mood. The architecture and color scheme of the level was the first steps in this but the big show stopped was the rain. 

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     As the game as received updates and now has proper weather effects this rain effect is quaint but at the time I was the only who had attempted, or at the very least successfully put together an effect of this sort.

editor 2.PNG

In many ways it was a hassle given it was put together with gum and shoestrings also known as particle effects but it ended up really selling the mood.

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The draw backs were it's obvious cluttering of the editor as well as the massive performance hit it began to take on the level as I started to build the final parts of the level.

editor 3.PNG

This final room in particular almost didn't make the final cut due to the amount of rain particles it took to sell the effect however, with efficient use of particle placement and architecture designed to help sell the effect it ended up not only making it in but being the last final touch the level needed to bring the whole mood and setting of the level together.

     Admittedly this limitation of the rain effect actually played a big roll in coming up with the setting for the final confrontation. I knew I couldn't build anymore new rooms with the rain anymore otherwise another would have to go. So instead I played into this limitation. Instead ending the level with a large explosion that breaks the cloud layer and lets the sun break through into the final arena (a destroyed version of the central room you travel between a lot in this level).

     Visually I think this is one of my best levels. It has a consistent theme, it plays smoothly and has an emphasis on pushing the player forward

Prodeus: Crash Landing
Playthrough

Play: Crash landing

If you own Prodeus you can find my map easily in the map browser using the code:
m-esAHNUIWSZ

or by searching for 'crash landing'
 

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