Project Description
The Limbo map series was created using the map editor for Far Cry 4. For this project, I was part of a group of other Level Designers that decided to work on a collaborative map series. This involved telling a story throughout each of our unique levels and working on connecting them either at the beginning or end of our maps. This required a lot of careful planning and communication between us.
For the series, I tasked myself with concluding the player's journey through all of the levels. My map picks up in a cave, where the previous map takes place. Upon exiting the cave, the player sees a massive landslide that blocks the road. A landslide seen earlier on in the Mansion map. This propels the player down the other side of the road where the scene of a battle took place. The player then has to navigate through a narrow path of convoy vehicles that block the road leading to the bridge. After doing that, the player realizes that the bridge is destroyed in many places. With some strategic placement of lights on the bridge, the player is led to believe that they can actually get across. Overall, I believe this project turned out great. The most difficult part in my opinion was finding a way to seam each unique level together.
For the series, I tasked myself with concluding the player's journey through all of the levels. My map picks up in a cave, where the previous map takes place. Upon exiting the cave, the player sees a massive landslide that blocks the road. A landslide seen earlier on in the Mansion map. This propels the player down the other side of the road where the scene of a battle took place. The player then has to navigate through a narrow path of convoy vehicles that block the road leading to the bridge. After doing that, the player realizes that the bridge is destroyed in many places. With some strategic placement of lights on the bridge, the player is led to believe that they can actually get across. Overall, I believe this project turned out great. The most difficult part in my opinion was finding a way to seam each unique level together.