Website powered by

Metaphor

Metaphor is a level I created for the Map Labs/RTSL mapping competition FusionVille 2. https://www.moddb.com/mods/map-labs/downloads/fusionville-2

The level was built for a version of the Source SDK Single player base along with a utility mod called MapBase. The level was built in about 3 weeks due to heavy time constraints and ended up placing joint first in the contest. It was started on August the 1st 2020 and finished on August the 24th 2020. The focus of the level design was less on story and theme and focused more on solid and fun game play with interesting challenges.

The level was built to be contained in a few areas as possible yet still contain a lot of content. A large warehouse was built to house a number of challenges for the player to take on.

The level was built to be contained in a few areas as possible yet still contain a lot of content. A large warehouse was built to house a number of challenges for the player to take on.

The intro hallway was designed to show the main goal of the level to the player as soon as the level began.

The intro hallway was designed to show the main goal of the level to the player as soon as the level began.

Soft barriers were used to guide the player and help them to notice the things they need to see.

Soft barriers were used to guide the player and help them to notice the things they need to see.

As well as the 2 large chambers, there were a few smaller side rooms to provide more exploration opportunities for the player.

As well as the 2 large chambers, there were a few smaller side rooms to provide more exploration opportunities for the player.

Verticality was a key feature in the level and way used in an engaging way to make the level fun to traverse.

Verticality was a key feature in the level and way used in an engaging way to make the level fun to traverse.

The bottom section of the 2nd chamber contains a scissor lift obstruction. An easy one to beat but an interesting one for the player.

The bottom section of the 2nd chamber contains a scissor lift obstruction. An easy one to beat but an interesting one for the player.

The original purpose of the hanging platform was to act as a weapon against a staider but was repurposed as a method of escaping the second chamber.

The original purpose of the hanging platform was to act as a weapon against a staider but was repurposed as a method of escaping the second chamber.

Lights where used in the level to highlight key areas that the player would find useful.

Lights where used in the level to highlight key areas that the player would find useful.

Whilst I wanted to maintain a dark gloomy atmosphere, the level was well lit to help with observation and navigation.

Whilst I wanted to maintain a dark gloomy atmosphere, the level was well lit to help with observation and navigation.