New Deathmatch Level and Process


I decided to make this Devlog more interesting and in-depth based on feedback from someone.  My previous posts are more like change logs than Devlogs.

So, I just launched the official Deathmatch level.  It has a brand new level design, artwork, backgrounds, and music.  I thought it would be interesting to record my process in developing it to share:

  1. First, I decided to take inspiration from the Quake II Edge multiplayer map.  I watched a bunch of YouTube videos and created a hand drawn sketch of the level from above so I could analyze why it was so fun:
  2. Next, I created a hand drawn sketch of my own level from the side based on the Quake II Edge map I created above:
  3. Next, I created the physics platforms and background areas of the level in my level editor in order to doing preliminary movement and playtesting within the actual game before committing to any artwork:
  4. Next, I textured up the entire level in my pixel art editor called Pyxel:
  5. Next, I transferred all of the textures back into my level editor and game:
  6. Next, I had a big problem:  It was very hard to tell the difference between a platform and wall.  They kind of mix together when there is nothing to contrast them.  Most people solve this by making the platforms a bright color and the background a dark color.  I came up with a very clever solution though.  I decided to pre-render my own screen-space ambient occlusion (SSAO) shading and apply it to the level to  create the necessary contrast between platforms and background.  The results were stunning:


  7. Next, I created the background art for the level in Photoshop from image clippings found around the internet:
  8. Next, I created a custom music track for the level based on In Flame's song Episode 666:
  9. The final result is an awesome new level that you can download and play right now:

Hope you have enjoyed this rare and detailed look into my level design process.

Files

Netblast.zip 61 MB
May 09, 2018

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