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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

Omega Ranch Singapore


Omega Ranch Singapore is one of the final levels and the mission is to Rescue Megan and her team of scientists who have been forced to work at this facility. The analysis is focused on flow of the level and five components: Action, Exploration, Puzzle, Storytelling and Aesthetic. We are using Deus EX: Human Revolution version 1.3.643.1 and debug tool known as Burge Mode.
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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

Floor Plan

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

Level Flow

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#1. Spawn Point

The level starts with the player spawning inside a building free of enemies. The building looks a bit congested but there are indications for the player for where to move in the building. The only reward for exploration is that the player will discover a door behind him which will give him new weapon and ammo.

Indication for guiding the player

Objective

On approaching the lights and taking the left the player will see the door to exit

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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 0/5 Exploration 2/5 Puzzle-0/5 Storytelling- 3/5 Aesthetics- 1/5

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#2. First Enemies

Enemies busy in conversation

As soon as the player opens the door he will notice two enemies at a short range beyond the ramp in a conversation. The level designer has given the player advantage to take cover before the enemies start patrolling. # Something to Improve

Dimming the lights

Though the player has been given an advantage over the enemies for a certain time. The player will feel unsafe that he might be detected on a further move; dimming the lights right in front of the door could help avoiding the player from such experience. As soon as the player opens the door the bright light is directly into his face, which also draws away his attention.
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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 3/5 Exploration 1/5 Puzzle-0/5 Storytelling- 3/5 Aesthetics- 3/5

#3. Into the alley


As soon as the player is done with the enemies he will be in an alley where the player can see a path to his right and a see through will provide him vision for the enemies ahead. On choosing the alternate way the player has to move a Heavy crate and make his way to the room where he can face the enemy

Lights showing the other path Lights and High fence showing the alternate way to the player

See through

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#Approaching the alternate way will take the player here leading to the room which the player could see through

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 0/5 Exploration 2/5 Puzzle-1/5 Storytelling- 0/5 Aesthetics- 0/5

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#4. Taking a right


On taking a right the player will see a high building which is an optional Objective for the player. The player will be now curious to find about it. On approaching the stairs the player also hear the enemies standing to the left
Lights and height grabbing attention of the player Lights showing the path to the player

Player can hear the enemies ahead

#Something to improve Well the player can sure hear the enemies but most player would go bump into them, what could be possibly done here would to make the texture of the stairs support transparent in-order to give him vision to the enemies ahead like a see through element.

Transparency would give a see through advantage

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February 28, 2012

DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 0/5 Exploration 0/5 Puzzle-0/5 Storytelling- 0/5 Aesthetics- 2/5

#5 The Main Alley


The player will have to take care of two enemies before he can get a vision of the level from this position. The extra height at this position gives the player an advantage over the enemies and also provides vision for the different paths leading from here.

See through Leads to 1st objective


Way to Optional

objective

Further in the alley

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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#More Hints- The green marking on the security turret will show the Alert the player instantly

Security turret

Leads to 2nd objective

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 4/5 Exploration 2/5 Puzzle-1/5 Storytelling- 1/5 Aesthetics- 2/5

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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

#6 Explorations
Further in the alley when the player has gone past the security turret and taken a left he will find ventilations.

Ventilation

More Exploration

The player has to get 2 movable crates in-order to access the vent on top of the ventilation. This ventilation will lead the player to the basement giving the player an advantage.

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DEUS EX: HR LEVEL: Omega Ranch Singapore

Avichal Singh Architecture of a Level Part 1

# Something to Improve The Level designer should have provided at least 1 movable crate nearby so that the player gets a hint that he can use to discover the vent on top of the ventilation.

#In a Nutshell Apart from the movable object part the area provides the player options to explore Components Action 0/5 Exploration 3/5 Puzzle-2/5 Storytelling- 0/5 Aesthetics- 1/5

This concludes the First Part of level analysis of Level Omega RanchSingapore rescuing Megans team. Thank you

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