Labyrinth
Project Overview
Doom-style fps survival
Labyrinth is an FPS survival level where the player must traverse through a dungeon-like labyrinth in order to escape. The player will encounter various enemy types while being rewarded with new weapons along the way. The layout encourages exploration and skillful use of the environment in order to take out the hordes of enemies hiding in each room. This level showcases a strong knowledge of level design and scripting and uses the assets and layout to convey that. This was a solo project created in Unreal Engine 4
Level Design
The Idea
The idea for this level came from inspiration from the original Doom game. With square shaped rooms, tight corridors, and hordes of enemies, the player must blast their way through and use the weapons found along the way to fight increasingly difficult enemies. Ammo and health pickups can be found in-between rooms along with weapon chests to promote player exploration with the goal of the game being a complete annihilation of the enemies.
Design Goals
- Doom-inspired Design
- Dungeon/Labyrinth Ambiance
- Refined Gameplay Experience
- Torch Lighting
Gameplay
Breakdown
Multiple Routes:
- Diverse paths lead to the final room, offering players choices.
Discovery Through Exploration:
- Players can navigate through more rooms than necessary on their initial run, adding an element of discovery and adventure. No obvious “right” direction, encouraging players to explore freely.
Strategic Layout:
- Minimum of four rooms before reaching the final destination; twelve rooms for a complete clear. All routes present a similar challenge, ensuring players face balanced gameplay.
Compact Rooms, Abundant Enemies:
- Compact room sizes filled with numerous enemies demand smart tactics and strategic use of cover for a successful clear.
Progressive Weaponry:
- Progressing further in the game allows the player to access new, powerful weapons for the following rooms, adding an extra layer of excitement.
Challenges
Difficulties
While creating the level it was very important that the design allowed the player to explore each room freely, while also having a balanced progression through the level. To achieve this, I continually play-tested and iterated on each room in the level. Although the player is able to take multiple routes, there is a minimum number of rooms the player must pass through to get to the final room. Through rigorous testing, I was able to find the ideal location for items and weapon chests throughout the level to perfectly balance the gameplay.
Another challenge I had to face was creating the unique layout of each room. With the idea of each path having an individual feel and style, I meticulously created each room using the space and objects within the room to give the player a unique challenge and layout that could be used to their advantage and with continued testing I nailed down the final design of each room.