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Actions |
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Every game needs action.
I set up things like switches, elevators, doors, checkpoints,
inventory, safes, objectives, weapon loadouts, locks, keys,
movers and matenes, explosions, bullet fire, sounders, vehicles,
cameras, tanks, and alarms.
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Objectives |
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I
set up most of the objectives in the Groove games
The objectives create, the game experience, by telling the
player what he needed to do in each level.
The objective List, would display when the level started,
then as the player completed an objective, I had to script
it to update the list, remove old objectives, or add a new
objective, or skip objectives. There were many different ways
the objectives could be completed, which created some interesting
challenges for me. |
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Gags |
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Gags are events that happen in the level,
that creates fun, and excitement for the player. Here are
some examples of gags I created for various games.
Trees falling over.
Helicopters flying over.
Enemies pushing carts.
Enemies catching fire.
Planes dropping bombs.
Bombers landing on fire.
Enemies opening shutters.
Teammate assassination.
Vultures circling the player.
Bridges collapsing.
Planes destroying half-tracks.
Teammates kicking in doors.
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Multiplayer
Starts |
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In
the Multi-player maps I worked on, not only did I have to
design the level, I had to path it, decorate it, and finally
set up the player starts.
We had 7 different game types in each of our levels.
DM - Deathmatch
TDM - Team DM
CTF - Capture the Flag
TCTF - Team CTF
KOH - King of the Hill
TKOH - Team KOH
VIP - Protect the VIP.
Each game type required proper placement of the player starts,
to create the optimal
game experience. |
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