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CGD #5: Multiplayer maps & Level Design

 The one thing I hold very dear is all of game design is designing levels, but now that I'm exerting myself to the very limits, I'm starting to detest it.

Concrete jungle supposed to be the only map to be fully developed and the full game along with all the operators and the AI was supposed to be on it. But due to the lack of implemented features I have to overcompensate and develop the other 2 maps that were initially just concept designs.

The dunes of Baghdad map has now evolved into the Oasis, as mid way through the level building the map seemed a bit too empty and barren, I mean after all its a desert. So the core of the design was kept intact but everything on top was rework. Now the map has an Oasis in the middle, a large body of water that splits the town into 2. One side of the town is in ruins after the enemy's army had razed it to the ground with no survivors. While the other side is still intact and hasnt fallen victim to the marching army and its destruction yet.

This is a great way for me showcase how narrative themes can be harmoniously blended with tangible gameplay implications. Here the players can either choose the shortest route through the ruined town or go through town around the oasis, which is the longer but easier route. Since the ruins barely has any cover, and its swarming with the military its harder to traverse without being spotted.




Visually the map looks stunning and from a level design perspective I hope I can get the players to understand the juxtaposition  and the duality of the Oasis.


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