Purpose of the document: Accompanying documentation for the level
Game Platform: PC
Game engine: Unity
The level is based on a modified controller by XYZ school
Person of Сontact: Natalia Stepanova
Version 0.1 от 09.02.2023
Call of Duty:
Winery
6 V 6 Multiplayer Map
Game modes (used on the map)
Domination
Team Deathmatch
Capture the Flag
Gameplay:
This is a prototype level of a multiplayer game Call of Duty: Modern Warfare
he aim of the game mode is to kill everyone on the opposing team, and the winner is the team that reaches a point limit, or if time runs out, has the most points.
The objective of Domination is to own all of the control points on the map. There are usually three control points(A, B, C) scattered around the map, and are usually found in key strategic locations.
In Capture The Flag, the objective is to capture the opposing team's flag and bring it back to the player's team flag. Points will only be added if an enemy has not got hold of the team's flag.
Capsule metrics:
Controls: Keyboard and Mouse
Basic movement mechanics:
Basic combat mechanics:
Camera – controlled by mouse.
First-person mode.
When aiming: The camera zooms in, the sight focuses on the center of the screen.
In a squat: the camera goes down
Camera
Character
Control
3 С
Metrics
**These metrics are slightly different from the in-game ones, as they also take into the features of the existing game controller.
Doors and windows
Minimum door
2, 4
1,45
Minimum window frame
1,2
2
1,2
Double door
2, 4
2, 6
*Dimensions in meters
Metrics
Stairs and ramps
Interior stairs
0,2
0,25
Minimum width 1.6
*Dimensions in meters
30°
10°
Ramps
Comfortable passage
20° – long way
30° - short way
30°- 45° - buffer zone
20°
Metrics
Walls and columns
Building wall
(1 floor high)
Minimum 3.2 m
Columns
3,2
0,8 х 0,8
1,2 – 1,2
A
B
Column A is barely enough to provide reliable cover for the player
*Dimensions in meters
Metrics
Streets
A wide street
(4 cars)
15,24
*Dimensions in meters
Narrow street/alley
(2 tanks)
Sidewalks
Narrow
Medium
Wide
7,64
3,25
4,8
6,5
Metrics
Сovers
standing
1,2
*Dimensions in meters
in a squat
0,8
Lying**
**Не использовалось из-за особенностей контроллера
0,8
0,4
Lying down**
Crawling while lying down**
Metrics
Interactions
*Dimensions in meters
Pistol - submachine gun 13 м
Rifle– 26 м
Structure
For the base I used a clover layout.
Blue and orange are team spawn zones.
The main combat zone is the middle of the map.
In this scheme, the main mode on the map is Domination.
A,B,C (Alfa, Bravo, Charly) – flag placement points
A
C
B
Front line
Middle
Team 1 starting point
Team 2 starting point
The basis
Structure
Unable to test the card in combat mode, I chose a symmetrical layout for easier balance.
I added an underground arena that connects all the main points on the map and is designed for fast, chaotic combat.
There are side paths that connect to the center of the map.
To set an active rhythm of the game and avoid dead-end situations, the map is riddled with many paths.
The multi-level nature of the map also plays an equally important role, allowing you to use the heights for tactical maneuvering.
A
B
C
Team 1 starting point
Team 2 starting point
Game modes on the map
Team Deathmatch
Capture the Flag
Domination
Structure:
Long and medium combat
Medium and melee combat
Melee
1
2
3
1
2
3
Structure:
outdoor spaces
indoor spaces
1
2
1
2
underground level
Map layout:
Technical entry
1
2
3
4
5
6
7
8
9
10
1
11
2
3
4
5
6
7
8
9
10
11
The waiting area
Hotel
Tasting room
Reception
Wine cellar (-1st floor)
Patio
Owners' house
Shop with cafe
Lounge
Entry group. Main entrance
The idea of level represents an Italian winery.