Level Design

Level Design is one of my greatest passions. I've been a lover of level editors as part of game releases for ever. Unfortunately we didn't get captures from our recent release of Princess Revolution, but this was my most major project i made many levels for as my main responsibility. Here I'm showing what was my easy for me to show, screenshots from a halo map and a handful of super smash brothers brawl maps with design descriptions.


WATERLOG

This is a map I made for a contest in Halo: Reach. I did not win the contest but me and my friends did enjoy the map.

Description: Symmetrical map with a three tier leveled setup: a basement, the floor level, and the top level. As seen in this first picture, there is an elevator (or mana canon) from the basement to the center of the top level, an exposed but holdable location. The center top level is the most advantageous and is surrounded by a walkway system where some exposed weapons are available. The center floor is a place of transit with little advantage other than transit and weapons. The basement is a good place to attack the top level from, find weapons, or make defensive stands.


Super Smash Brothers Brawl Maps:

ICE

A small map with a main level where most fights happen and a second level for evasive measures. The ice on the second level makes it more difficult for a pursuing opponent to engage. The expanded inner space allows more aerial maneuvers.

TRY FORCE

A defensive-oriented map. The level is divided in the middle to keep ranged opponents  from having an advantage. The middle platform has a similar function, they both can be passed but not by ranged attacks. This is a complicated space that plays surprisingly well. The side platforms are for access to the center platform mainly, so players don't have to attack or move just from below.

CAVE

This level is based on a basic model of a level with an incline and another level, but with a twist of adding a cave-like area. The cave area adds an interesting element of strategy where you must force your opponent out through either only one end or the roof of the opposite.  It is a simple complexity that plays well because it gives no advantages or disadvantages to types of characters as long as they to play to their positioning.


HOP

This is a variant of a simple design, a medium sized map with platforms. Platform hopping is encouraged by the lowered inner level, a design I tend to favor. The design rewards players who can control their vertical battles well. It plays standard for most characters, and I have a controversial element of hard impassable platforms in the corners to add interest.