OttO
The game expirience is inspired by CSgo and his complex ploys.
All the pro players strategy in tournaments are based on throwing granades. In particular, smokes grenades to exclude the enemy's gaze at strategic points; and molotovs, to temporary block them the acces. As that said to make the game more strategic, I added several granades wich every one of them has adifferent explosion behaviour and effect.
The first round it appears to be a normal fps game, but when one of the two players dies, both of them are teleported back to the starting point. After a short amount of time a clone will spawn for both players, it will replicates every movement and action you make in the first round. Exactly, you whent back in time and that clone is a past version of you. In order to beat your opponent, you have to build a solid strategy. Protecting you, your self from other time lines and makes specific plays that will help the future version of you.
This is the main menù.
In here you can chose how many rounds do you whant to play, from 2 up to 4.
At the end of the last round, who's got more kills win the game.
Shield
- It explode on collision
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- Every grenade that enter in contact with the barries, is immediatly destroyed cousing no damage.
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- This allows the player to save him self of the past, died in a certain location and moment due to a granade.
- It explode when it stops
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- it create an area where is impossible to see through and inside
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- This granade thrown in the right spot occludes the view, but it could be used also like a trap.
- It explode after a period of time
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- it couse instant damage in a certain area
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- This is the most aggresive one, is a rapid way to eliminate enemy from the past, knowing their position
- It explode only on collision with the ground.
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- it create an area that deal damage over time.
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- This granade could be strong in a situation where you have the certainity that a past enemy is in that spot for a long time, also to block the entrance of your present opponent.
Smoke
M67
Molotov
Level design
After the play testing was done, both for the map and the game mechanics, I replaced the BPS brushes with some Unreal assets and thi is the final look.
Csgo inspired me also for the flawless level design.
I started from the pathways layout, enstablishing the spawn points and the choke points.
"A" & "B" are the spawn points for the two players, while the "x" are the choke points; In "x1" the player A will arrive at the same moment of player B in the other "x1" and so on for all the choke points.
When the pathway layout where finished I moved in to the top down layout to give me a better understanding on how the map will be.
In this layout is evincible that the "A" player has an advantage (time) on the house connector, while the "B" player has the same advantage on the other connector path.
This is the first appearence with BPS brushes.
As that done I was able to make some play tests.
I added a timer to mesure how many seconds where needed to reach the cock points for both of the players. To ensure that the time was identical to avoid position advantages, I had to modify some parts of the map.
This is the resault.