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LEVEL DESIGN DOCUMENT V1.

TEAM

THIS DOCUMENT DETAILS THE LEVEL THAT WE INTEND TO BUILD.

INTENSIVE WEEK

DATE
LEVEL DESIGN

Level Design Document v1.0

Wednesday, May 02, 2012

Contents
1. 2. 3. 4. 5. 6. 7. 8. 9. Overview- ........................................................................................................................................ 2 Players focus- ................................................................................................................................. 2 Objective- ........................................................................................................................................ 2 Enemies-.......................................................................................................................................... 2 Architectural style- .......................................................................................................................... 3 Mood and emotion- ........................................................................................................................ 3 Pacing of the level- .......................................................................................................................... 3 Level Flowchart- .............................................................................................................................. 4 Level Layout- ................................................................................................................................... 5

Team 6

Level Design

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Level Design Document v1.0

Wednesday, May 02, 2012

1. OverviewThe map is a basic tower defense map where the band of playable characters has to protect the Crystal which represents their main tower against waves of enemies. The player will have time beforehand to setup his defenses and they will be very crucial to his survival. He will use up mana for setting up defenses and he will have a limit for his defenses so he will have to manage his mana carefully. There are only four treasure chests in the entire map so mana must be shared among the players wisely. Items may be dropped sometimes from killing enemies or from chests. Players will also have to make sure that they use the right kind of characters in the right places to defend against the enemies.

2. Players focusThe players focus will mainly be on more strategic elements of the game. The player will have a limited build phase and will have to think quickly. There are five spawn points but only four players, so the players will have to make sure that they have some defenses for spawn points that wont be guarded.

3. ObjectiveThe players main objective for the game is to protect the crystal from harm. If the crystal is destroyed by the enemies, the player loses. If they successfully manage to defend the crystal, they win the game.

4. EnemiesEnemies will be spread across 5 spawn points. The number of enemy units that increase in each wave are quite high and so the difficulty curve is quite steep. The kind of enemies that will appear in these waves Goblins (All the waves) Dark Elf Archers (All the waves) Orcs (All the waves) Kobolds (All the waves except the first) Dark Elf Warriors (All the waves except the first) Spiders (The 3rd, 4th and 5th wave) Wyverns (The 4th and 5th wave) Ogre (Only the last wave will contain one ogre and the ogre acts as a boss)

Team 6

Level Design

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Level Design Document v1.0

Wednesday, May 02, 2012

5. Architectural styleThe level will have the look and feel of a traditional closed dungeon. The treasure chests go very well with the dungeon theme.

6. Mood and emotionThe level will make the players tense because there are five different spawn points and they successfully surround the crystal. The open areas at ground level will make the player more tensed when the number of enemies keep increasing wave after wave. By the time of the last wave, the player will be in despair as he does not feel like they will be able to successfully defend the crystal.

7. Pacing of the levelThe pacing of the level has five peaks corresponding with the five waves. The build phase will tone down the pace of game play but still theres a low amount of tension due to the limited build time. The waves increase in strength and this result in the apex of each peak being higher than the one before.

Team 6

Level Design

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Level Design Document v1.0

Wednesday, May 02, 2012

8. Level Flowchart-

Spawn point

Crystal Defenders Forge

Treasure chest

Note: The lines in the flowchart are paths used by the A.I. to get to the Crystal.

Team 6

Level Design

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Level Design Document v1.0

Wednesday, May 02, 2012

9. Level LayoutThis is a basic level layout made on Google Sketchup.

Team 6

Level Design

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Level Design Document v1.0

Wednesday, May 02, 2012

10. Floorplan

This is the floor plan for the intended level.

Team 6

Level Design

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