DM-Khonox

(Cannot be played anymore because EPIC shut down the UTCC site)

About

Khonox is an unreal tournament map play tested by dedicated unreal tournament players and streamers before being publicly published. The map services the Deathmatch game-mode but is also built to service a team death match mode and is inspired by other unreal tournament levels and movies such as the Prometheus

Primary Role: 
Level designer

Engine:
Unreal Engine 4

Team Size:
Solo

Duration:
6 weeks

Platform:
PC

 

Software’s used:

  • UE 4
  • Blender
  • SketchUP
  • Miro

Main Responsibilities

Navigators:

1. Research and Concepting

I began by playing the game and maps with other players. Analyzing how pro players play and the mechanics they use especially movement ones. Investigating how maps build flow, how they balance the gameplay around the “meat grinder”, service the game-mode, use leashing elements and build ninja paths.
I then proceed to the concepting of my level by taking inspiration from movies, books and real-life images I took from my hometown Varna and connecting them to my map’s concept to get a better idea of what I’m building. I used various methods and tools such as sketchUP, flow loops and molecule level design to identify my maps flow and key connectors.

2. Gym Investigations

Gym investigations and gathering key metrics helped me define the rules of play and also allowed me to explore advanced mechanics which I also ended up using later in my level for more advanced players. Through these metrics I was also able to define a better construction kit for myself which I used to build my map.
Through these gym investigations I was able to find a lot of potential advanced movement combos meant for the more advanced players who want to navigate the map quicker while maintaining their competitive edge

3. Blockout

Building the map went through a lot of iterations and I also had to cut down on some of the content in the map because of the space not being utilized as intended. Basically “trimming the fat” and reducing scope based on my initial playtesting sessions. These iterations do not include their final versions.
Through the playtests I also began introducing a new method of communicating iterative content. The problem, solution and specifics method can be seen below. This is also a great way of dev logging any major map changes.

4. Playtesting & Professional documentation

Playtesting was fun and near the end of my map’s version I managed to gather some more experienced players and even streamers who live streamed my map on twitch. These players feedback was very valuable and provided me with incredible insight on what can be improved and iterated upon.
 Examples of emergent player behaviors can be seen below as well as some more advanced movement behaviors by the veteran player!
“The hole” is essentially one of the most memorable places on the map because of the risk vs reward design used for it. You either get the rocket launcher and boots in order to escape or witness someone closing the door on you while another player steals your only means of escape, the jump boots.
1. Here we can see the player acknowledging someone’s in the hole trap and shoots the button on the ceiling to trap them. 
2. Here we can see another emergent behavior but reversed. The player gets trapped inside and they quickly decide to “play dead” tricking other players while buying themselves time to possibly recover.
For the maps iteration I kept a C.O.S. document (Conditions of satisfaction) which ensured the quality and stability of the builds before the level was tested. It’s essentially the level designer’s checklist for everything that goes in the level: Khonox_COS.xlsx
An LDD document that contains everything about the latest version of the map with some key insight on how the design works (recommended read): LDD_Khonox.pptx

5. Set Dressing

Personal Post-Mortem

Overall, one of my best experiences as a map maker and watching the pros play and engage with the map, giving back feedback and having fun overall was the most enjoyable part of the whole process.

If I was to be very critical of my process, I would definitely reconsider the use of textures that early in the map’s iterations. I think there is a time and place for textures and visuals and it’s not so early on in the process because the focus should be on balancing the gameplay first.


Initially I was split between keeping some parts of the map as they were or cutting them down. I am very glad I chose the latter because it improved the overall flow of the map and made the “meat grinder” an even more attractable spot for all the players. I guess my takeaway is that I shouldn’t be concerned with cutting out content (scoping down) but should instead embrace and find what opportunities those kinds of choices provide and ultimately compare what’s best.