I have created a video walkthrough that briefly shows off the boss locations and overall level layout. Below are some rendered images from the model file and descriptions of each section.
Within the constraints of the Challenge I was only able to make three boss areas where I had originally intended there to be five. I may return to this level again but I am still happy how it turned out.
The layout of islands is meant to provide a different experience in each area. The cities are dense with enemies but also have a lot of opportunities to attack from any angle or escape up a building. The mountainous area was meant to have a boss, but still provides a different kind of terrain to navigate and look for Agility orbs. The forested section is not meant to provide much gameplay but helps separate the two islands so that the player knows when they are crossing from one area to the next. The tower is supposed to be a constancy noticeable structure that acts as a looming threat the entire time on the islands. The player would likely know the tower holds the final boss of the level even if they weren't told.
Boss 1 is located in the central part of the west island on a tall building. The player cannot directly climb all of the way up the building because there is a large overhang preventing near the top. The player can climb to the top with even the lowest amount of Agility, but added Agility allows the player faster ascent and multiple paths to get up top. Driving helps the player to clear out the thugs on the street level much easier. Explosive skills can eliminate groups of thugs on the street level or on the roof. Strength affords a faster method of killing the enemies on the cramped rooftop. Firearms are generally useful for killing the basic thugs, but longer range weapons allow thugs to be picked off from a nearby rooftop making the boss easier to focus on when closing in for the kill.
The second Boss is located in a highly fortified industrial plant. The player must work their way through corridors inside the main building in order to reach the boss. Agility will aid the player in their battle with the enemies outside but will be of limited use indoors. Driving can be helpful since there is lots of room outdoors to drive around, but the player must get out of the car when going inside. Explosives are somewhat useful outdoors but when the player enters the main building the enemies are grouped together which provides better opportunities for multiple kills. Strength will be very useful indoors as the fighting is usually close quarters and a quick melee attack could be more efficient than using weapons. Firearms are useful both indoors and outdoors but favor larger areas where cover is available.
The final Boss is located in the large building in the center of the islands. The building is even difficult to approach before the player eliminates the other bosses, since the overall forces dwindle as the bosses are taken down. The main entrance is locked but can be opened by destroying power generators located around the upper city. An alternate entrance to the building is at the bottom near water level, but the player would have to fight through a large amount of extra thugs going that route.
Agility is very useful due to the vertical nature of the structure, but less agile characters can still progress to the top, just slower. Driving cannot be used in the building but finding the power generators can be done more easily in a car. Explosives are needed to blow up the power generators but are also useful fighting the difficult enemies within the tower. Strength can also be handy when fighting the stronger enemies since an enemy can be killed faster with a melee attack than with weapons. Firearms are still very useful because many enemies are located above the character where explosive or melee attacks cannot reach.
- Introduction -
Welcome to the Game Design portfolio of Danny Johnson. You can browse through the various posts for projects in the Post summary to the right. Some of the work uses existing properties for a basis, but I have then created a unique design in the spirit of that game. All work has been created by me unless otherwise noted. You can also visit my game design blog or view my resume.
5.29.2009
Walkthrough (Crackdown)
by Danny Johnson at 5:21 PM
Labels: challenge, crackdown, level design
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