The Oil Rig was an exercise In Level Design focusing on multiplayer deathmatch style maps. Looking at Multiplayer maps as my inspiration I attempted to build a balanced environment for various game modes from Team Deathmatch to things like Domination.
This project took me 8 weeks on and off around working full time and was completing using Unreal engine 4 as well as 3DS max for a few pieces that were a little more complicated than the BSP system could handle.
I took a look at real world oil rigs as well as a few well known uses of them in multiplayer games to see how people approached it before me.
I wanted to focus on the verticality aspect of oil rigs, from images they always look like they have complicated layouts, with multiple ways to get to the same location as well as sections that you can see from others at a distance etc. I felt these would be great aspects for a multiplayer map. However due to the nature of oil rigs in depth photographs are very hard to come by and so outside of the main build structure not a lot of detail close up reference could be found.
In an attempt to balance this while iterating on it I used LAN party's to gather feedback from players. This was integral to making changes to the map to balance different game modes as well as overall structure. Although this was particularly effective the FPS Framework which I used had very basic AI so the bots were not very skilled when coming up against real players, similarly they always took fastest routes to objectives or only attacked players on sight, this made it hard to test flanking, camping and other playstyles that real humans use . To combat this I would have liked to find a larger player base to test with two non AI team of larger numbers.
Initial sketching plans for the layout of the various oil rig floors. I wanted to make sure I understood how they sat on top of each other as well as identifying the key locations for how players could get from one section to another. I was aware while planning that stair cases could be great choke points to stop other players from ascending so I made sure there were multiple stair cases up as well as adding ropes for players to rappel up as well. I also created some locations that would have good views of key points for sniping opportunity. To counter these positions I made sure players could navigate different routes, find cover or even sneak up on the sniper positions to neutralize them.
Scale drawings on Tracing Paper (Floors Overlay On Each Other) This is the bottom most layer of the oil rig, stairs in all four corners go up to the next level as well as a central rappel point. The walkways between the pillars are dangerous path choices but do hold some level of cover. However players willing to risk these paths can rappel straight up into the center of the map potentially surprising the enemy and gaining advantage.
Scale drawings on Tracing Paper (Floors Overlay On Each Other) The next layer up shows the initial plans for two buildings along either side and the middle rappel point in the middle. This design changed moving into block out as it felt too symmetrical and left the center to open. A third building was added as well as another rappel point in the bottom right corner to allow for additional pathways between this and the previous level.
Likewise in the top left corner a large staircase was added to take players up to the next level and then the helipad a level above that as well as a rappel point for a quicker climb.
These changes not only allowed players more traversal choices but also provided significant cover from the high up sniper perches.
Scale drawings on Tracing Paper (Floors Overlay On Each Other) Th third layer that can be accessed from a few stair cases and a couple of rappel points is one of the smallest layers. This layer has a balcony section that looks down to the layer below, allowing players to pick off enemies. However with the multitude of options for players to ascend to this level, staying in one place for too long is not advised as players can come from almost all directions.
Scale drawings on Tracing Paper (Floors Overlay On Each Other) Finally the top level with the helipad is one of the best sniping options. However due to the complexity of layers almost all objective points cannot be seen from here. Originally the design called for a walkway to another rooftop as well as cranes players could traverse to. However this was scrapped as not only did it make the level feel to large but didn't add enough benefit for players to feel the need to go there.
Final block out of the oil rig.
The second layer of the oil rig. Above you can see the balcony that looks down to this level. As well as one of the staircases up to this level and the buildings further in. This area in particular doesn't have a lot of cover forcing players to move quickly and giving other players with height advantage an opportunity to pick them off.
This is the lowest level of the oil rig and shows the lack of cover utilizing the lower areas. However as seen in the center the rappel point does provide excellent surprise potential.
A corner of the lower area of the oil rig by a staircase to the next level
The lower level rappel point
This is where the lower rappel point comes up to. Allowing players to surprise enemies or even make a daring escape.
A wider look at the second level of the oil rig, showing some of the cover and buildings.
Interior of one of the buildings on the second level.
The third layer of the oil rig, this layer has a balcony overlooking the second layer and lots of cover.
The staircase that allows players to get from the second level to the third as well as to the helipad. The rappel allows for faster access. The helipad on top has lots of vantage for snipers but no cover.
The Opposite side of the third layer of the oil rig.