Bridge
Level Design
A bridge surrounded by waterfalls and cliffsides. Many paths lead to this bridge usually resulting in swords clashing and arrows flying.
Block Out
01
Waterfall Bridge Concept
I was inspired by the idea of martial art combat staged atop a bridge overlooking a waterfall. One reference I used primarily was Shirakumo Waterfall by Shotei Takahashi. The reference perfectly fit the idea I had for Bridge.
02
Bridge Combat
The bridge was the primary area for combat. I wanted to make sure that there were multiple areas for combat. Making the bottom of the bridge an area for players to use their parkour was a challenge but turned out great.
03
Dueling Focus
This map is the smallest of the three maps. The map is intended for dueling and quick combat encounters. The map also features extensive wall running and wall climbing opportunities via the rock faces.
Initial Construction
04
Cliffs & Waterfall
The waterfall and the bridge are the main focal points for this map. I prioritized making the cliffside and waterfall first since it acts as the boundaries for the map.
05
Map Improvements
I added trees, buildings, and platforms throughout the map to improve the overall look and feel of the map. The underside of the bridge was also improved upon after extensive playtesting. Adding more platforms for players to stand on was the main feedback for the map.
06
Background Environment
Since the waterfall was one focal point for the map, I knew I had to make the opposite side look good as well. The background environment consists of rolling mountains and a river snaking its way through the valley.
Lighting & Revision
07
Revisions
The next step in the process was overhauling the lighting and making changes to the map based on player feedback.
08
Parkour
This map has the most parkour opportunities. The rock formation surrounding the bridge can be used for wall running. This was achieved by creating blocking volumes with conjunction with tags that are linked to scripts that allow for wall running.
09
Under the Bridge
Further playtesting showed that players wanted to have duels at the bottom of the bridge. To accommodate for this, I added rock platforms at the bottom of the river.
Final Pass
10
Playtesting Feedback
A problem facing Bridge was not knowing where the player was. To alleviate this problem I color-coded the two sides red and blue. There are now doors on the side gates guiding the player to use the main gate of Bridge. This created a nice choke point.
11
Final Lighting
The lighting was overhauled in both graphics and optimization. There is also a night version of the map which can be seen at my Artstation.
12
Exterior Additions
Adding side paths and small alcoves on the sides were the final additions to the map. These additions came from feedback that the sides were not utilized enough. After adding these paths, players utilized the entire map.