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Floor Plan
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Level Flow
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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.
Objective
On approaching the lights and taking the left the player will see the door to exit
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#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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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
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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#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
Lights showing the other path Lights and High fence showing the alternate way to the player
See through
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#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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#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.
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#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
objective
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#More Hints- The green marking on the security turret will show the Alert the player instantly
Security turret
#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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#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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# 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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