The Wharf of Guns

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    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).

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    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.

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    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.

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    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.

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    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.

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    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.

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    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.