Rusted Canyon

A Third Person Combat Arena


What is this?
''Using my own Mecha template, I built a combat level with destructible environment pieces''-
Why make this?
I wanted to show my ability to use the tools given to me and make an enjoyable combat level filled with destructible enviorment.
Summerise for me!
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Fully Playable Combat Level with a Gamemode​​​​
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​Made in Unreal Engine 5.2.1
Short about the Template
Custom Mechas!
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The template allows for the player/AI to either customize their own mecha using a terminal or start with a pre-set mecha.
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The Legs and torso can be customized, with different pieces having different health, armor and weight.
The parts also affect how fast the mecha can move
and how strong their boost is.
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As for the weapons, there are three kinds of weapons;
-Shotgun - Medium-range spray weapon
-Machinegun - Long-range automatic weapon
-Rocket Launcher - Long-range explosive


The Tools at their Disposal
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​​The Mechas are equipped with two weapons which are controlled separately, giving them a choice on which weapon to fire and when.
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They can also accelerate to move faster and perform a dash, which can be used for both dodging and attacking by ramming into other mechas or buildings.
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When a mecha is destroyed, they'll drop an ammo pack, which refuels all weapons by 25%.
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If a mecha doesn't engage in combat for a while they'll automatically start repairing over time.

The Enemy can think?
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All enemies have a simple patrolling behavior that allows them to wander around aimlessly around.
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The Enemies behavior is based on the distance between it and the player;
-If the AI sees the player, it'll move up a certain distance toward the player and then start strafing around
-If the player moves up too close, they'll start backing up, keeping their distance
​-If the player leaves their vision they'll keep the pursuit, following the player's tracks for at least 10 seconds, before giving up and patrolling randomly again.
Breakables Buildings
The Raw Power!
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I wanted the players to feel powerful and what better way than allowing them to destroy structures, by either smashing into them or blasting them with their weapons?
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By allowing the destruction, the player has more gameplay agency.
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What can be used as cover, could also be used for a surprise attack opportunity.
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Dealing with a problem
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​Before I began building the level proper, I checked how well I could simulate destruction using Unreals fracture system.
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I noticed a glaring issue that having too many breakable walls would cause massive amounts of frame drops, so I created a blueprint to circumvent this.
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The blueprint was simple, it had a collider that would only react from interactions that send a damage message, which then simulated the needed physics and got removed after one and a half second.
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Path of destruction!
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​​Destructables and None Destructables were then placed in such a way that if the player/enemies were to destroy them, it fully changed ​​​how the area could be utilized​.
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All things that can be destroyed are painted in yellow.

Where Am I?




THE COMBAT ZONE!
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When creating this level I made sure that there were distinct areas that would allow people to recognize where they were.
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Gameplay was the main focus when making this level.
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The level has three height differences, that change the way the player moves around and approaches combat.​​
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Each area offers various refuges, prospects, and sightlines, with enough variation in shape and form to make them distinct from each other
How was it made?
PLAYTEST, BUILD, PLAYTEST!
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Before I started making the level, I took a glance at how Titanfall 2 maps were structured.
I then started building things similar with different-sized structures and areas open enough for a giant mech to move around freely.
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​​As I worked on this map, I had a lot of different people playtest the level, ranging from people used to relevant shooters to people with no experience.​​​​​​
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This allowed me to iterate/change and improve things needed for the experience to be as fun and enjoyable as possible.
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The changes were both layout changes and mechanical changes, such as weapon balancing and gameplay tweaking.​​
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Important Design Details
The Main Landmarks!
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​The first thing I want the player to see when they start is the main landmarks;
-The large crane in the middle, aiming toward the west
-The mountain mine to the west.​
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Once they've seen these, they will have an easier time navigating around the level, calling out locations in relation to where they are.​​





The Prospectors refuge
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The general rule of thumb when creating each area in the level was; The higher up you go the more prospect you get and the lower down you go the more refuge you have.​​
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There are some areas that do the reverse instead, such as the Main factory building in the middle
Breaking Factory Floors
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The Factory in the middle of the level was the first building that got created on this map, it's both the first highground and indoors area.
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It's the only area that has a breakable roof and floor,​​​​making it the most transformable place on the map.​​​​
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From Sand to Stone
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The Mine mountain is a totally diffrent enviorment from the rest of the level, a transition from desert mining facility to a rocky mountain.​​
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Each area of the map is balanced with three weapon types in mind, making sure that players won't get stuck in a scenario where they are helpless.​​​​​​​​​​​​​​​​​​​​​​​
There are no dead ends
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While building each area, I made sure everything was connected, I never wanted the player to get stuck in a dead end which they couldn't break out from.
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I want the player to move around as much as possible.
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No path was designed as a main path but as an option, letting the players decide on where to move, based on the current conundrum.​​​
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The Enemies are everywhere!
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The enemy placement is deliberate, each area containing between 3-5 enemies, all of them have a random patrolling behavior.
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Due to this simple behavior, they'll sometimes move into neighboring areas, creating a different combat scenario for players.
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The enemies are also randomly built, fresh each time the level starts.
Conclusion?




I made it and I'm happy!
For what I've accomplished to create within these few weeks I'm happy with the results.
Being able to rely on using my own template to make a level made things so much smoother.
Everytime there was something wrong or something broke, I knew instantly what to do to fix it.
This gave me more time to focus on building a fun level.
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There still are some issues with debris/the breakables, blocking the player's vision at times.
Due to how fast-paced the experience is, my play testers didn't mind it too much.
I could have polished my models a bit more to make things fancier, but still I sort of like them the way they are.
And in the end, I did it my way!