Conjunction

 
 
 

Info

Game: In The Black
Platform: PC

 

Contribution

Position: Level Designers

  • Designed and implemented the initial level design

  • Supported the level with bug fixes and playtesting

 
 

Design CHALLENGES

  • Combat Range: This map was designed to encourage both short and long range combat.

  • Voxels: The map was built to show the use of voxels something at the time we had recently added to our project.

CONQUEST GAME MODE

This map mode is a multiplayer conquest game where two teams compete to capture three objectives across the map. Each objective captured grants the team points every few seconds as long as they hold it. The match is over once a team has enough points.

Summary

The initial design of Conjunction came about from two places. First, after my work with The Belt map, I wanted to create a map that had more interior environments to support players who built their ships for short range combat without making longer range ships non-viable. Second, we had recently switched to utilizing voxels meshes rather than static meshes, so the asteroids could be more easily shaped in the voxel engine. Using this I designed a battle space around a large asteroid that I hollowed out.

 

Combat Range

When designing the map, a lot of attention was paid to players effective ranges, cover, and how both long range ships and short-range ships could excel in the map. The map has three conquest objectives, two on either side of the hollowed-out asteroid. These two objectives are out in the open with little to no cover, which is a place where long ranged ships can excel. There is a conquest objective in the center of the hollowed-out asteroid that has four tunnels leading into it. A large amount of cover within these tunnels makes long range ships less effective. Having four tunnels leading into the asteroid objective, makes it harder to hold.

 

Voxels

The switch to using voxel meshes for our asteroids is what made this level possible. Yes, before I could have sketched out this hollowed out asteroid and then asked developers for a mesh or taken the time to build it myself. But easily sculpting a voxel mesh in the engine allowed me to experiment on the fly within a couple hours, rather than a couple days.