LD Walkthrough
This is the start of the map where the player crawls out of the vents. The idea is that the player is playing as an agent, sneaking through an enemy base.
The first few rooms are more of a warmup for the player, knowing where they can go.
The first combat space is fairly light.
The 2nd one, which has an upper-floor walkway, can include waves of enemies before the doorway opens for the player to progress in the level.
There’s a cool-down period, leading to another combat space where the player will be strictly on the upper floor, compared to the previous one, where the player was restricted to just the bottom floor.
The player will just be on the wide walkway by the walls. There’s room here for waves of enemies, more on the 2nd and bottom floor.
There’s more time for a break and some exploration here.
There’s a light combat space as the player goes downstairs.
This is more of a transition for the player to go further into the enemy base underground.
The connecting room by the stairs steers the player to the right. I take into consideration how often the player has to turn left or right. These are light combat spaces, leading further underground, with more space and cover blocks.
I wanted to make this the point where the player can’t turn back once they jump down the rails. The layout of the underground spaces changes from there.
The space here is large enough for a mini-boss and a few waves of enemies. The player has a ton of options for cover, jumping over, and climbing up on some of them.
The room right next door is another large combat space. I didn’t view this as a space for a mini-boss, but for more waves of enemies.
There’s a good amount of time after that where the player can explore around. As far as whole level, it’s steering the player further away from the where the facility building was made.
The space slowly gets smaller from here.
It’ll lead to another set of vents, going further down underground.
I wanted to add a walkway where the player can see the floor below. The last vents weren’t necessary, but it shifted the gameplay back to sneaking and some exploration.
More combat slowly kicks back in.
This is in a tight, mid-sized space, with some room for waves of enemies.
The curved hallway will lead to the final boss room. This is a connecting room that could almost come as unexpected, but also a space for the player to stock up ammo and anything else before they fight the final boss.
The walk/run here can be a bit lengthy. The final boss would eventually appear in the center. The space is symmetrical. There’s some room to move some of the cover blocks slightly offset.
I was more focused on having the player be able to traverse around the space. It’s also spacious enough for more enemies to appear, on either side or on the additional upper-floor walkway.
I left a small hallway in the back that would end the level.
This was done in UE 5.3.2. I used the FPS Character System v2 Blueprints from Game Parts in the Unreal Marketplace.
I kept it fairly simple with BSPs at first, then made the pieces modular, placed them in BPPs/PLIs. I later converted the BSPs in those BPPs/PLIs into Static Meshes, enabled Nanite, and converted the map to use World Partition. It made the walkthrough much smoother.
As far as the layout, I wanted to keep it simple, with gameplay that's almost similar to Perfect Dark or any FPS games around that time.