The Wharf of Guns
-
Upload
robert-douglas-gent -
Category
Documents
-
view
221 -
download
0
Transcript of The Wharf of Guns
-
7/30/2019 The Wharf of Guns
1/7
The Wharf of Guns
(Based loosely around the key structures and layout of Gunwharf Quays in Portsmouth were it
converted into a floating space fortress).
-
7/30/2019 The Wharf of Guns
2/7
How Gunwharf Quays has Changed
The Spinnaker Tower and the Lipstick Tower have been modelled around their real-world counter
parts. I have used these buildings to give a sense of vertigo similar to that experienced in the old UnrealTournament level The Crane.
(Real-world photos)
In keeping with some of the layout in Gunwharf Quays I have createdzones based around the following (all of which contain some clues as to
their real-world purposes):
Courtyard
River
Flat balconies
Shop corridors
Vue Cinema
These zones are described in more detail on the next page.
-
7/30/2019 The Wharf of Guns
3/7
The river is
now a flow
of toxic
waste
he balconies
re still here but
ave been
tered so that
ayers can
avigate them
a jump pads.
lthough
aversing them
aves a player
ulnerable to all
orts of fire
ealth,
rmoured vests
nd a Rocket
auncher await
nyone skilful
r lucky enough
successfully
ay jump the
alconies
These
buildings now
provide cover
from vehicles
and snipers as
well as the
occasional
useful item
Bunker
The shop corridors are now
polluted and bare. They contain
many useful weaponry, other than
guns, that cannot be found
elsewhere on the map as well as a
couple of Viper Craft on the
second floor. The clues as to what
this area represents from the real
Gunwharf are the Statues
(representing mannequins) and
the toxic barrels (representingdustbins).
Smoke
Corridor
entrances
Viper Runways have been put in
place where the Vue Cinema used
to be. The clue as to what the area
is used for in reality are the
monitors and terminals
throughout the zone.
Monitor
screens
Shock Turret at lower
level of Viper Runway
Viper
Runway
The courtyard is still at the
centre of the area, the
flowerpots are still there,
serving as cover and two
bunkers have been added to
provide shelter cover from
vehicles and also contain health
B38 building
gives access
to a rooftop,
the Lipstick
Tower and
has an Avril
weapon
resting on top.
-
7/30/2019 The Wharf of Guns
4/7
Gun Balancing
The gun placement throughout the level has been based around where they will be most effective.
Due to the power of the three types of Rocket Launcher they have been spread out over
different corners of the map.
Sniper Rifles have been placed where they will be most advantageous at the tops of the two
towers, as well as in Port Gore.
Flack cannons and Bio Rifles have been places in areas where close combat is required such
as the smoke corridors and rooftop maze.
Stingers, Link Guns and Shock Rifles have been scattered around in close proximity to player
start locations. The Link Guns have also been placed in racks near the Main Viper Station.
The layout of the guns has been pictured on the next page.
Health, armour and excess ammo pickups havebeen spread out at regular intervals, generallywithin some cover.
The Smoke Corridors contain further weaponry inthe form of mines as well as defences such as
Slow Field and Force Field Generators.
Facing one of the jump pad zones within
the Smoke Corridors, which allow the
player to access the second floor where a
couple of Vipers are kept.
A Spider Mine has been picked up from
the corridors as well.
Coming up to one
of the Vipers
vehicles on the
Smoke Corridor
second floor, where
a Slow Field has
been placed.
-
7/30/2019 The Wharf of Guns
5/7
Sniping from the Towers
The two towers are designed to be best sniping spots in the level due to the great view of the playingfield they offer. At the very top of the towers the U-damage power up can also be found giving any
sniper even more power.
Due to the great advantage of the towers I have made sure they are sufficiently hard to get to and that it
is possible to counter a sniper. The only way to get to the top of a tower is to follow the winding pathsshown below. All four pathways have health vials resting on them and the harder paths have shield
belts waiting at the start, reducing the risk of a lethal fall. Nonetheless the paths are thin and anysuccessful shot from a Shock Rifle or explosive could spell an early demise for any prospective sniper.
Once in position there are still several ways to counter a sniper.
1. A Darkwalker can be found at the start of the river, which should have no trouble turning asniper to ash or forcing them away from the prime locations.
2. I have also created an area called Port Gore, which contains the Redeemer and a ground-based
sniper location from which to try and shoot down tower snipers.3. Then, of course, there is the other tower to consider.
Port gore is another prime location due to holding the Redeemer and another sniping location but is
vulnerable from three locations and anyone defending the sphere has a high chance of falling off intospace.
Sniping from
Port Gore
Shield belts
Vulnerable
locations
The Redeemer spawns
here, on a floating disk,with nothing but space
around and beneath.
-
7/30/2019 The Wharf of Guns
6/7
Vehicles and Counters
Vehicles also offer advantages throughout the level. With Viper Crafts in the Smoke Corridors and atthe Viper Runways the use of the inherent cover provided by the static objects I created is essential.
The greatest deterrent against Vipers are EMPmines and the Avril Longbow.
Due to there being only one Darkwalker on the level its spawning time after destruction has beenincreased. The best counters for the Darkwalker are as follows:
1. The Redeemer, but this takes a long time to generate.2. Surrounding the walker from the cover of the buildings and balconies nearby can overhwhelm
it.3. An Avril Longbower can be found on the B38 building to the right of where the walker
spawns.4. Should the Darkwalker venture too far along the riverbank a Rocket Turret is in position to do
some damage.
The Rooftop Bonuses and Further Powerups
There are several powerups and bonuses that can be found on the level, which can only be discovered
through exploration. Most of these can be found on the rooftops. The rooftop areas were added as anafter thought to make the top down view more aesthetically pleasing. Now they serve as bonus areas of
sorts. No one can automatically spawns on the rooftops but there are several ways to gain access. Thefavoured method is to grab some High Jump Boots and simply jump onto the rooftops from the third
floor balconies.
Once on the rooftops, if there is still some jump left in
the boots the player can locate one of the Invisibilitypowerups.
The rooftops act like very simple mazes and it
is quite easy to get cornered against a wall ortrapped in one of the longer sections.
-
7/30/2019 The Wharf of Guns
7/7
As well as the Invisibility powerups the
Berserk pickup is located on the largerrooftop maze (Spinnaker side). Whoever gets
this gains a great advantage within the mazeand will also find it useful to increase their
frag count if they can hold on to it longenough to return to the main battleground.
The last two powerups are the Keg of Health and theInvulnerability. Both of these can be found within the
main battleground. The Keg is located in the ViperRunway zone. Once it has generated players are alerted
to its existence by the flashing light coming off the mainmonitor screen shown in the right picture.
Players are alerted to the
Invulnerability pickups generation in a
similar way, as a red light startsflashing from one of the gaps in the
building along the toxic riverbank.
Due to the importance of this
particular powerup it is harder to get to and
can only be obtained by falling downfrom the rooftop above or byjumping into the opening using High Jump
Boots.