CENTRAL STATION

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Genre:

TPS

Platform:

PC

Engine Used:

Unreal Engine

Plugins Used:

SuperGrid Starter Pack
Advanced Locomotion System

Blocking Starter Pack

Tools Used:

Word

Excel

Photoshop

Overview

Train Terminal is a custom level created by Frank Thaliath for the game The Division 2. The level is a rescue mission about finding a captured Agent John in a Train Terminal.

The True Sons have invaded the Central Station and captured an Agent. You have to now go to the station and rescue him. The level takes place inside the Central Station.

The level was made using Metrics and it was made during Blocktober 2019.

Responsibilities

Duration:

18 days

Role:

Level Designer

  • Research

  • Documentation

  • Blockout

  • Mission Design

KEY AREAS OF LEVEL

AREA 1 TERMINAL

CE1.1
CE1.1

CE1.2
CE1.2

CE1.10
CE1.10

CE1.1
CE1.1

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AREA 2 PLATFORM

CE2.1
CE2.1

CE2.2
CE2.2

CE2.10
CE2.10

CE2.1
CE2.1

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LEVEL DESIGN GOALS

  • Design the Level/Area using Metrics

  • Learn more about Combat Area and Encounters

  • Reusing a Combat Area in a different perspective

  • Improving my Blockout Skills

2D MAP

2DLAYOUTCE1_edited
2DLAYOUTCE1_edited

2DLAYOUTCE2
2DLAYOUTCE2

2DLAYOUTCE1_edited
2DLAYOUTCE1_edited

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COMBAT ENCOUNTERS

ENCOUNTER 1

CE1WaveChart.PNG

Here when the player enters the terminal, the player can start the combat at a High Vantage Point which is an advantage for the player to kill the enemies since they don't have verticality unless they reach the top of the Food Stall. Also, the player has got a very good flanking option by going right.

The wave of enemies coming from the platform mostly will take cover whichever is the closest. So they are most likely not to go to the Ticket Booth platform. This is again an advantage for the player.

1
1

2
2

3
3

1
1

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ENCOUNTER 2

CE2WaveChart.PNG

Here the player has got 2 ways to enter combat. One is the main platform and the other is a side construction path giving the player the option to flank if needed.

2nd part of this combat area is where the captured agent is kept inside a room. 

One main point of this whole area is that there is no verticality involved but there are flanking options for the player and the enemies.

CombatEncounter21Fronts
CombatEncounter21Fronts

CombatEncounter21PlayertDir
CombatEncounter21PlayertDir

CombatEncounter22EnemyDir
CombatEncounter22EnemyDir

CombatEncounter21Fronts
CombatEncounter21Fronts

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ENCOUNTER 3

CE3WaveChart.PNG

This section is where the combat area is reversed for the player which means the Player Front in Encounter 1 is now the Enemy Front and the Enemy front in Encounter 1 is now the Player Front. 

Here the difficulty increases a lot because the enemies are at a high vantage point. The player is also encouraged to move a lot because of throwables and flanking from the enemies. One safe place where the player can fight a bit comfortably is by climbing up the top of the food stall, but to reach there the player has to move a lot and can get exposed easily but this is the risk and reward the player getting.

CombatEncounter3Fronts
CombatEncounter3Fronts

CombatEncounterPlayerDir
CombatEncounterPlayerDir

CombatEncounterEnemyDir
CombatEncounterEnemyDir

CombatEncounter3Fronts
CombatEncounter3Fronts

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GAMEPLAY BEATS, PACING & DIFFICULTY

Difficulty Curve.jpg

ITERATION PICTURES

INITIAL BLOCKOUT

div2
div2

div2Encounter2
div2Encounter2

div2Encounter
div2Encounter

div2
div2

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2nd Version

Blocktober1
Blocktober1

Blocktober3
Blocktober3

Blocktober5
Blocktober5

Blocktober1
Blocktober1

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3rd Version

24
24

23
23

21
21

24
24

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