DM-Aerie – Progress Log 2.

After overcoming some issues with UnrealED (Which is fortunately a less frequent occurrence than in previous versions) I’ve been able to spend a few further hours working on DM-Aerie.

As described in my previous log entry I had an overarching theme and had developed a number of individuals locations that would fit with that theme. With these in mind I began sketching out initial floorplans on graph paper. Not to scale, and covered with notations, I used these draft floorplans more as a way to solidify my ideas than as any direct guide for how the level would be constructed. The notations often took the form of questions and it’s only in further iterations that I was able to provide answers.

After filling up two sheets of graph paper with concepts and general layouts I moved onto physically laying out brushes in UnrealED. This allowed me actively move through the space giving me a better sense of scale and the manner in which locations would connect to each other.

(Click Images for larger versions)

dm-aerie_01

Initial Floorplan.

The very first floorplan was extremely basic and didn’t last long, however being able to load the level and move around it in three dimensions really helped to answer some of the questions I had, specifically issues related to the overall size of the level and the type of secondary locations I would need to connect the core locations together.

The floorplan went through a number of revisions over the next hour or so until I had a version that gave a much better idea of the type of layout I was looking for.

dm-aerie_02

Revised Floorplan.

The most obvious differences between this revised floorplan and the original was the inclusion of interior walls to give an idea of how rooms would be separated and the addition of an extra floor in the main building, putting the Control Room and Conference Room on different levels.

The reasoning for this was to add more space both horizontally and vertically. This was also the reason that I added a basement level running underneath the main structure and linking it to the hanger level, thus providing a second route to the hanger and airstrip.

Because the layout is still fairly linear it’s important to try to provide players with different paths between key locations. Though it can be difficult to see from the screenshots, most rooms have at least three separate entry points to ensure there is always an alternative entry or exit available.

Between the main facility and the airstrip there are two routes that can be taken: through the main facility and out the front doors onto the airstrip itself; or through the basement, into the hanger and up onto the airstrip. I’ve made sure that at various point along these two routes it’s possible to change from one route to the other. If players enter combat in either the lower or upper route they are not limited to having to eithe rcontinuing forward or retreat. Depending on where they are they should never be too far away from a point at which they can change to the alternate route.

In addition to allowing players to disengage from combat when needed this type of layout also provides players who know the level the ability to plan ambushes and get the drop on their opponents.

dm-aerie_03

Current Version.

I’ll end with a image showing the current layout of DM-Aerie, and leave discussion of how it reached that stage, and the reasoning behind the changes, for the next Progress Log.

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