GM_Kravast is an atmospheric horror-oriented exploration map. It's my first for foray into this kind of map and I've learned a lot from it. The most interesting I've noticed is that the Level Design and the environment really attribute to each other, much more than other kinds of maps. Things like, framing, composition, lighting, and leading lines are all much more important because the primary goal of the player isn't too kill something or solve a puzzle, it's just to keep moving forward. Most of the level design is focused around keeping the process intuitive and fluid. It's been very fun to figure out how I want to format certain areas while still incorporating my ideas and overall theming.
Speaking of theming, I've got a pretty clear idea of the kind of themes I want to include in the map. The biggest of which is the feeling of descent. Both in the nature of the environments and in the literal sense of going downwards. I've made sure that there is very little points where the player is going up, if at all. It's all downwards through staircases and elevators. I want it to feel impossibly deep. Most of the other thematic elements will be more subtle like the feeling of isolation.
I'm really excited to continue working on the map. Here's a screenshot :)

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