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Author Topic: Attention: Level Designers  (Read 1688 times)
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« on: April 06, 2008, 11:11:58 PM »

Greetings to all potential Level Designers.

Do you enjoy the Battletech Universe?
Do you enjoy making Multiplayer Levels for players to play on?
Do you have experience creating multiplayer Levels with Sand Box 2?
Do you need a helping hand getting into the Game Industry?

If you answered yes to these four questions, then MWLL is the place for you!

The MechWarrior: Living Legends team is looking for SandBox 2’s best and brightest to aid in creation of its most needed Multiplayer Levels for fans to play on!

Skill Sets Required:
   - Experience with 3D Level Building
   - Applicant must have completed a Multiplayer Level in any other Game Engine
   - Must be able to communicate effectively with Artists and Programmers
   - Experience with a commercial Level Editor (Sandbox 2 or other)
   - Must have good scripting and commenting skills
   - 3DS Max experience is a benefit
   - Basic Knowledge of Textures (Parralax Mapping, Normal Mapping, Diffuse, ect..)
   - Understanding of the Use of Height Maps
   - Knowledge and Understanding of Critical Paths

Expected Duties
   - Complete Level Design Tasks on time on a weekly basis
   - Make it to Weekly Sunday SCRUM Meetings at 9pm GMT
   - Take Responsibility for entire map, layout, functionality and playability
   - Creation 2D Layouts of Multiplayer Maps in MS Paint or Photoshop
   - Documentation or Illustrate Game Flow of Maps
   - Prototype Maps (White Box Buildings and Object, White Box Terrain, Creation of Multiplayer Spawn Points)
   - Script and Comment using LUA and XML
   - Instruct and guide Artists in the creation of Level Assets
   - Create maps within MWLL Game Modes constraints (Trial of Annihilation or Solaris Arena)
   - Implement Level Art Assets into Game Engine (.CGFs, .CGA ect..)
   - Report Progress of Map to Leads on a regular basis


Entry Test Required:
All Level Designers are expected to create top quality maps using the following guidelines.

Creation of a ToA (Trial of Annihilation) Map: The Rules of ToA are simple. Each side (Clan and Innersphere) both begin the match with control over their own Main Base and Outpost. In order to progress to win the match, one team must first capture the other team's Outpost. This will allow for a beach head assault into the Enemy's Main Base. If the forward Outpost is retaken by the enemy, then the match with be fought between the two Outposts again.

It is possible to Spawn at either the Main Base or Outpost if under your control. Since Outposts are closer to the Front Lines, they do not have the same production capacity as Mainbases, Therefor Outposts will not be able to produce Aero-Space Fighters and will only be able to produce a limited amount of Vehicles at one time (4 Mechs/Vehicles instead of 8 Mechs/Vehicles as per Main Base. Also 2 VTOLs instead of 4 as per Main Base).

Win Condition: Capture and Hold the Enemy Outpost and stage an assault on the Enemy HQ Building to Destroy it.

HQ Buildings include:
Dropship
Stronghold Building
HPG Station
Anti-Orbital Cannon

To Destory an HQ Building, you may be able to use Vehicle Weaponry to do a very light amount of damage over time. However, you can proceed on Foot to assault the HQ building's interior by first capturing the control center of the HQ building, then proceeding to the reactor core and destroying the facility from the inside.




Your ToA Map submission must include the following criteria;

1) Background - The Background of your map is a brief 1 paragraph descriptor of the map. It might include a brief back story to get a general purpose of why we are fighting here.

Example: ToA_Extinction

BACKGROUND

Innersphere reconnaissance picks up a distress signal from a small planet in the outer boundaries of the Periphery. The Planet is unknown and not to be found on any starmap. The Innersphere identifies the signal as one that was used by the Star League and immediately launches a Dropship to investigate its origin. Clan intelligence reveales the Innersphere plan and a Dropship is sent to intercept. Both forces land on the tiny red planet and find the source of the signal. In a vast valley, inbetween mountains with active vulcanos, lies an old colony of the Star League with an Uranium mining site. The factions deploy Outposts around their Dropships and begin the fight for the control over this unique place.



2) 2D Layout using MS Paint or Photoshop - This is to give a general map layout to aid in the vision and creation of your map using ToA Rules. Included in the map must be both Clan and Inner Sphere Main Bases (HQ) and Outposts.

 
Cl HQ             IS HQ
   

     CL OP            IS OP
         


Examples: ToA_Extremity and ToA_Extinction

LAYOUT

Topdown view
   



3) Environment - Providing both concept pictures as well as a written paragraph about the Climate, Geography, General Colour pallet to provide the most in depth immersion possible before creation of the map.

Example: ToA_Extinction

ENVIRONMENT


Concept Images



The map is located on a very hot planet (60°C or higher) with a gas filled atmosphere that creates an unusual ambient light (color?). Its surface, red/brown in color, is very rough and covered with rocks and rubble of every size. There are no surfaced roads, just simple tracks connecting the various buildings. The planets rough surface might slow down vehicles. The vast Valley, representing the combat area, is sourrounded by mountains of which some are active volcanoes. Multiple lavastreams pour down into the valley and devide the comparatively plain valley (just a few hills and rock formations) into various sections. These lavastreams vary in length and width, so depending on their size they can limit vehicle or even mech movement in certain cases. So even when the opponents are able  to see each other, they might not be able to get close to the enemy and reach him. The extreme heat of the lavastreams causes the air above them to glimmer, making it hard for vehicles and infantry to aim precisley without an ability to lock on to their target. The volcanoes produce enormous ash clouds that do not reach very high into the atmosphere, forcing aero-space fighters to fly low if they want to have a clear view to the ground.



4) Map Creation in SandBox 2 - After the planning of the map, begin work within SandBox 2 to get the same feel of your basic Terrain, Textures, Colour, Climate, and Whitebox the Level and show screen shots of your progress. (Note: Bonus points for NON-JUNGLE maps (AKA: Crysis style maps))

Example: ToA_Extremity

   

   




All Applicants must post their full submissions within the "Join The Team" under a new topic. All Applications will be reviewed by Project Leads and upon acceptance, you will be contacted with further instruction.
« Last Edit: July 03, 2008, 01:21:11 PM by AoP » Logged


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