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Architectural reference

I based the level's visual design on late-gothic monasteries in Florence, Italy, and researched architecture from the period and how I could create prefabs for the level.

Metrics

By creating a level for an existing game I could easily get the metrics using a metrics gym, experiment with the weapons and enemies using another gym, and find the combinations that best suited my level.

True to the original game

Using the original game as a reference I focused on breaking down design patterns in the levels and creating gameplay that would fit in the original game.

And available on Quaddicted

Order of Saint Canute is a custom Quake level that was created using Trenchbroom. The level was created with a focus on recreating the feel of an original Quake level, as well as using architectural references to make the spaces more believable.

About Order of Saint Canute

Organization

  • Planned the level layout, and the rooms I wanted, using node and beat maps.

  • Found reference images, and connected them to locations in the level.

  • Sketched the level sections and created an exploded diagram to show how they connect.

Blockout

  • Created metrics gyms for players and enemies.

  • Experimented with level sections to learn Trenchbroom.

  • Blocked out the level in sections and combined them into the full level.

Playtesting

  • Playtested with internal and external playtesters.

  • Iterated the level based on playtesting feedback.

  • Reworked the Church and Arena based on player feedback to improve quality.

  • Tracked playtesting feedback and iterations throughout development to find repeating feedback.

Role responsibilities

Level designer

7 weeks

Arena shooter

1 developer

About

Church

Planning

Based on the node map I had created I sketched the church in isometric view to best get an overview of the planned verticality and layout of the space.

I had planned two encounters, one with flying enemies utilizing the high ceilings and one with tougher enemies near the chapels replenishing the player's health and ammo.

Blockout

I blocked out the church with the two sections, the entrance and the altar, the chapels and the rafters above.

Through playtests I found that the space was too big and too flat, as players could easily kite the enemies around without being in danger.

Iteration

Based on the feedback from playtesters I removed a large section of the floor in the middle to create an excavation with coffins and zombies.

 

This stopped players from kiting enemies and improved the flow of the location as it guided players towards the next section.

Set-dressing

When playtesters were happy with the gameplay and the space I started set-dressing it. I based the inside of the church on a mix between an existing Quake level and the church Santa Croce in Florence.

I set up the lighting throughout the church with stronger lights at the windows at each end and torches in the chapels.

Church excavation

The church excavation was a major change to the level which improved the experience of the area massively.

Aside from avoiding players kiting the enemies around, I added enemies coming from either chapel on the side, chasing the player back to the altar area, and having the zombies be a permanent threat if the player is out of rockets.

As secrets are a big part of Quake, especially at higher difficulties, I also included one among the coffins to help players in need.

Final Product

Arena

Planning

The arena was originally a cave on the side of the mountain, where the player would climb the stairs and open a big door on the side of the mountain. Inside they would fight a Shambler with zombies dropping from the ceiling, around the player.

As I found this very difficult to create I decided to move the Shambler onto the stairs and have the gate behind it be the end of the level.

Blockout

I blocked out the staircase with the Shambler at the top but quickly found that playtesters could use the slope of the staircase and that the shambler couldn't walk down the stairs to easily kill it without being in danger.

Because of this I lowered the angle of the staircase and put in siege shields that players could hide behind, but would start lowering when the player stood behind it.

Iteration

As playtesters didn't find the fight up the stairs to be very fun I decided to change it to an arena set into the ground, with the Shambler being lowered into the arena from above.

With boxes providing cover for the player, enemies from side rooms pushing them away, and pickups in exposed areas, the arena provides an increase in difficulty for the final fight before finishing the level.

Set-dressing

I added a ring of lava around the arena that shows up when players start the boss fight.

I focused my set dressing on the space around the cloister and the arena, as players would see those the most.

I found the large cliff walls and outdoor lighting in Trenchbroom to be difficult as there are no directional lights.

Foreshadowing

As I throughout the level hint towards where the player is going to build anticipation, I also wanted to foreshadow the boss fight at the end. This was an aspect of the boss fight I kept between the staircase version and the arena.

As the player exits the rafters onto the cloister roof, they can see the Shambler hanging in the background between the cliffs. This hints towards the boss fight but also shows players where they need to go as they can see the door below as well.

While playtesters loved the foreshadowing, it also made it possible to shoot the Shambler while it is in the cage which allows them to kill it or make the fight much easier afterward.

Final Product

Planning

Node map and other diagrams for the level

Level planning

Based on the references I found, I created a node map, and beat sheet of the level with the types of combat I wanted. The node map went through multiple iterations and I kept it up to date with the level iterations.

I created my level based on the 4-step level design process with "Safety in distance" being the main mechanic I wanted to experiment with, which helped me decide on the enemy types and the combat encounters I needed for the level.

I also created a progression map that details when players are given a new ability. An instance of this would be the introduction a new weapon, or the inclusion of gated from progressing.

Architectural reference

Architectural references

Reference

The level was based on late-gothic architecture, which I needed to find examples of. The fourth episode of Quake uses aspects of medieval architecture, that I wanted to use as references as well as real-world examples.

I decided to create a monastery and focus on Santa Maria Novella and Santa Croce, both in Florence. From my research, I decided that I wanted a crypt, a cloister, a church, and rafters, as they all provide different combat possibilities while all being closely linked to the setting.

Architectural experimentation

Experimentation

When creating the level, the set dressing needed to fit the aesthetics of both the original game and the references I had used. I used the cloister as my benchmark and created multiple versions of fences, pillars, doorframes and all with different material combinations

The texture packs I used were limited so some textures required me to be creative, as there were only a few colors to pick from that worked well together. In the end, I chose sandstone and brow colors as they fit the references while having the most variety in textures.

Research

Game research

Game research

To make a level that was true to Quake's design I had to research Quake's metrics and levels, both by playing through the game and watching speedrunners and casual playthroughs.

The patterns most important to my level were:

  • Zombies being group up

  • Shamblers needing a lot of space

  • Reusing spaces in levels is done frequently

  • Showing gameplay spaces early builds anticipation

  • Buttons aren't hidden if they're part of the golden path.

Player Metrics

Player metrics

While researching the original game, I also started researching the character metrics, such as the step height, jump distances, and more to ensure smooth player movement.

 

As I was interested in rocket jumping and ninja paths I also experimented with rocket jumping heights and distances and how difficult it should be.

Engine Experimentation

Engine Experimentation

As it was the first time I used Trenchbroom, I wanted to experiment to see what the tool was capable of, such as the brush tools, level scripting, and custom textures such as the skybox.

I created multiple level sections to experiment with moving level elements to make the level feel more dynamic, and experimented with enemies and how they work with teleporting, dropping them, having them on moving platforms, and more.

I used the information to better inform my enemy combinations in the final level as well as learning how to use them in different scenarios, such as verticality differences.

Takeaways

  • Being willing to start from scratch with the new information I've learned creating a section allows me to improve my work but does take a lot more time.

  • Knowing how to sketch well by hand would allow me to more easily sketch and explain my gameplay ideas to others within the team.

  • Creating gameplay sections as part of learning a tool or a new character can help with creating levels later as the sections can often be learned from or reused.

  • Researching the posibilities of the tool being used before making major decisions can help avoiding technical debt or issues later in the project.

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