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Pre-Pro for my Vehicular Arena

Chemical Stained Scrapyard
Free-for-all win by kills game mode with lots of environmental hazards.
Jarod Reizian Frank







                    Level Board Roughs

















References
Destructible in this environment would be indicated by it being rusted and scrape, while non-destructible would be the more ornate, deconstruction equipment.














Possibly have clusters of scrap be held above the arena in a magnet and dropped at random places..?
    • How will your level change over time to create interest as the BATTLE progresses?
      • Moving treadmills will change directions at set intervals. 
      • Giant Crushers will smash areas that are not moving.
        • Have the center area raise up after a certain number of kills, revealing a bunch of HP and weapon pickups. (Then dropping after a while, dropping players into the fire) This should be a high risk, high reward area,
  • Research Theme
    • What is your visual style going to be?
      • Scrapyard, lots of rusted metal, toxified oranges, browns, and possibly yellows. (Chemical stains on the metal) Inspiration is a slightly rusted variant of the droid factory
    • Decide on your location, time of day, terrain, color scheme for your level.
      • Location: Scrapyard
      • TOD: Midday
      • Terrain: Metal scraps against solid deconstruction equipment.
      • Color scheme:     Rusted Oranges against the refined steely blues of the deconstruction equipment. I was also thinking rivers of chemicals could act as the “out of bounds” of this map, and just have dangerous areas in general marked by yellows.
    • What is the visual trademark of your level? How will the players remember your map?
      • It’ll look like garbage. A joke, but I feel the chemical stained deconstruction equipment and piles of rusted scrap will be memorable. (plus all the movement that is going on from the treadmills to the crushing equipment and etc) I want the players to constantly feel in danger from the map as well as they enemy players, multitasking all the time.
    • Gather inspirational imagery that helps define all this (keep these in the course share under your folder, but don't put all of these on your blog, maybe just one or two).
      • It's going to be a win by kills
      • USP (Unique Selling Point)TM
        • The level changing shape over time.
          • Moving treadmills, crushing equipment, and the center of the stage raising up to bait players to snag pickups, while also serving as a hazard to those too greedy. Destructible piles of scrap would be on the treadmills, (constantly brought in) and used as temporary cover.

      • V/O: How can we incorporate some V/O into your level and or weapon                 
§  Grumpy Scrap Yard Overseer yelling at the players to “get on outta here ‘fore I hurt ya!” Acting as an announcer for player deaths, a warning for traps and obstacles, and indicator when the map is changing in significant ways.
    • Remember, this is a multiplayer game. How will the shape of your arena affect player interactions?
      • I want the players to constantly be moving around, the shape of the map is set up similar to a track, but with automated treadmills connecting the separate islands making up the arena. I want players to constantly be moving and chasing after pickups, that will be moving around the map on the treadmills just as much as the players. The treadmills will also serve as a way to mix up aiming in the game and push players into traps if they are not careful, and the raising center platform will be a great way to pick up much needed HP and extra ammo, but can drop at any moment, instantly killing those who stay too long.
    • Player Inner Monologue
      • What is the verbal stream of consciousness the audience is thinking or saying to themselves?
        • Ok, lots of moving stuff here. Aw man all the weapons are moving too! Gotta get ammo fast before someone else does, if only it wasn’t moving so- there we go! Now to-ah dang it! Got hit. I don’t see any HP..? Whatever doesn’t matter. Just stay adjust my driving for the treadmills and- oh cool the middle is now a-like a- a raised platform area! Gotta hurry to the center and get some HP! Others are here now too; they saw it as well. Too bad the HP is- what’s that siren for..? Why is-oh god its falling its fall its- ah! Ok… well… that’s what the siren is for.
      • What is the 7-sentence story of your level? Intro, rising conflict, climax, denouement.
        • Players spawn, there are over saturated factory flood lights and machines starting to whir to life. The overseer notices the players and yells at them “to get on outta here,” as he activates the treadmills to dump piles of scrap into chemicals. The players scamper around the junk and onto the treadmills to acquire their weapons, and as they shoot at each other they likely discover the scrap is destructible. Pretty soon the center part rises, showing the only source of extra HP on the map, an obvious and literal center of chaos. Players would be wise to gather HP while its available, and those too slow or too greedy will note the center falling back down into the chemical lake below it; returning up at set intervals. But this isn’t all, on top of everything, literally, are giant crushing machines that smash down on areas not in constant movement, forcing players to constantly be moving around the map and never sit in one location for very long.  And thus, the cycle of the overseer threatening the players and their own sadistic game to murder one another continues, as the environment proves to be a constant source of danger for those not paying attention.



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