Day 64 - Level Design 02
Level 2 of the campaign I am designing. It consists of 5 gauntlets revolving around the theme of light and shadow.
Gauntlet 1 - It's a dark maze surrounded by walls of light. It is possible to walk through the walls, but the walls of light would incinerate the fuck out of anything that wanders into it. Visibility in the dark corridors is limited to a few metres, and they are littered with enemies that walk around, they too have a limited visual and hearing range.
Gauntlet 2 - A large hall with a pitch black floor littered with light circles and wisps of light that wander between them. The wisps of light traces a path in which the player must follow in order to proceed. Straying outside the path will results in the player falling into the abyss. There are also some harpies and flying gnaars that would make the gauntlet a little bit difficult. Passing this gauntlet will reward players with a grenade launcher and a passage to the next gauntlet.
Gauntlet 3 - Pitch black room with esoteric optical devices. Players must connect laser-emitting nodes by rotating them in the right direction and following the path they take. Enemies are idle until a light is shined onto them, so it is important to guess the right direction in as little guesses as possible. Wandering into the darkness will mean instant death for the player. There is a puzzle in there that lets players grab a secret Minigun without dying as soon as they exit the secret room.
Gauntlet 4 - This is slowly going into more familiar territory. The room is a very fat corridor with low ambient lighting. A large spotlight of an mysterious origin travels slowly from the start to the end of the corridor. Players must stay in this slowly shifting spotlight while fighting off a continuous stream of enemies. Wandering outside or straight ahead will result in the enemy horde intensifying its pressure by a factor of 4.
Gauntlet 5 - Another large corridor, but this time, it's exclusively focused on fighting. The side walls are mysteriously bouncy and elastic, mysterious wind currents blow across the corridor in random zig zag patterns while blocks of darkness dance back and forth through the corridor, blocking out the vision ahead or through. Lots of enemy, classic Serious Sam mayhem involved here.
Gauntlet 1 - It's a dark maze surrounded by walls of light. It is possible to walk through the walls, but the walls of light would incinerate the fuck out of anything that wanders into it. Visibility in the dark corridors is limited to a few metres, and they are littered with enemies that walk around, they too have a limited visual and hearing range.
Gauntlet 2 - A large hall with a pitch black floor littered with light circles and wisps of light that wander between them. The wisps of light traces a path in which the player must follow in order to proceed. Straying outside the path will results in the player falling into the abyss. There are also some harpies and flying gnaars that would make the gauntlet a little bit difficult. Passing this gauntlet will reward players with a grenade launcher and a passage to the next gauntlet.
Gauntlet 3 - Pitch black room with esoteric optical devices. Players must connect laser-emitting nodes by rotating them in the right direction and following the path they take. Enemies are idle until a light is shined onto them, so it is important to guess the right direction in as little guesses as possible. Wandering into the darkness will mean instant death for the player. There is a puzzle in there that lets players grab a secret Minigun without dying as soon as they exit the secret room.
Gauntlet 4 - This is slowly going into more familiar territory. The room is a very fat corridor with low ambient lighting. A large spotlight of an mysterious origin travels slowly from the start to the end of the corridor. Players must stay in this slowly shifting spotlight while fighting off a continuous stream of enemies. Wandering outside or straight ahead will result in the enemy horde intensifying its pressure by a factor of 4.
Gauntlet 5 - Another large corridor, but this time, it's exclusively focused on fighting. The side walls are mysteriously bouncy and elastic, mysterious wind currents blow across the corridor in random zig zag patterns while blocks of darkness dance back and forth through the corridor, blocking out the vision ahead or through. Lots of enemy, classic Serious Sam mayhem involved here.
Category Artwork (Traditional) / Miscellaneous
Species Unspecified / Any
Size 936 x 768px
File Size 222.7 kB
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