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					Enlightenment Level Design Document                                         Quake 4




                                      Enlightenment
                                             Quake 4




                                  SinglePlayer Level Design Document

                           Designer:                       Jane Chung
                           Document Date:                  March 20, 2008
                           Intended Level Delivery Date:   May 1, 2008
Enlightenment Level Design Document                                    Quake 4




DOCUMENT REVISIONS TABLE
  VERSION                             DESCRIPTION     REQUESTOR    DATE
  1.5            Final Draft Document for submittal   Skinner     3/19/08
  1.0            Created document                     Skinner     3/13/08
Enlightenment Level Design Document                                                                                                                                                                 Quake 4




TABLE OF CONTENTS
Quick Summary ..............................................................................................................................1
  OVERVIEW ................................................................................................................................................................................1
   Campaign ................................................................................................................................................................ 1
   Mission Location ....................................................................................................................................................... 1
   Mission Difficulty........................................................................................................................................................ 1
   Mission Description................................................................................................................................................... 1
  MISSION METRICS ......................................................................................................................................................................1
Level Details....................................................................................................................................3
  LEVEL ATMOSPHERE/MOOD ......................................................................................................................................................3
  STORY .......................................................................................................................................................................................3
         Backstory.......................................................................................................................................................................................... 3
         In-game Story.................................................................................................................................................................................. 4
         60 Seconds of Gameplay ............................................................................................................................................................. 4
  MAJOR AREAS/VISUAL THEMES ..................................................................................................................................................5
   Room 1: Control Room ............................................................................................................................................ 6
         Thematic Description..................................................................................................................................................................... 6
         Models/Architecture...................................................................................................................................................................... 6
         Textures/Lighting............................................................................................................................................................................. 7
     Room 2: The Junction .............................................................................................................................................. 8
         Thematic Description..................................................................................................................................................................... 8
         Models/Architecture...................................................................................................................................................................... 8
         Textures/Lighting............................................................................................................................................................................. 9
     Room 3: Engine Room ........................................................................................................................................... 10
         Thematic Description................................................................................................................................................................... 10
         Models/Architecture.................................................................................................................................................................... 10
         Textures/Lighting........................................................................................................................................................................... 11
     Room 4: Operating Room..................................................................................................................................... 12
         Thematic Description................................................................................................................................................................... 12
         Models/Architecture.................................................................................................................................................................... 12
         Textures/Lighting........................................................................................................................................................................... 13
     Room 5: The Nest ................................................................................................................................................... 14
         Thematic Description................................................................................................................................................................... 14
         Models/Architecture.................................................................................................................................................................... 14
         Textures/Lighting........................................................................................................................................................................... 14
  LEVEL OBJECTIVES ..................................................................................................................................................................15
  CHALLENGE HIGHLIGHTS..........................................................................................................................................................15
  WOW MOMENTS ...................................................................................................................................................................16
  ACTORS ..................................................................................................................................................................................17
    Player ....................................................................................................................................................................... 17
         Corporal Mathew Kane .............................................................................................................................................................. 17
     Key Actors ............................................................................................................................................................... 17
         Lieutenant Gary Reynolds .......................................................................................................................................................... 17
     Enemies ................................................................................................................................................................... 17
         Marine ............................................................................................................................................................................................ 17
         Sentry .............................................................................................................................................................................................. 17
         Scientist........................................................................................................................................................................................... 17
         Failed Transfer ............................................................................................................................................................................... 17
         Tactical........................................................................................................................................................................................... 18
  USER INTERFACE ......................................................................................................................................................................19
    Pre-Game Information .......................................................................................................................................... 19
    In-Game Information ............................................................................................................................................. 19
    Post Game Information ......................................................................................................................................... 19
    HUD Elements ......................................................................................................................................................... 19
         Normal Elements Used................................................................................................................................................................. 19
         Special HUD Elements Required ................................................................................................................................................ 19
Enlightenment Level Design Document                                                                                                                                                               Quake 4


Gameplay.......................................................................................................................................20
  GAMEPLAY MECHANICS..........................................................................................................................................................20
  LEVEL PROGRESSION CHART ....................................................................................................................................................20
  OVERHEAD LEVEL MAP............................................................................................................................................................21
  DETAILED MAP DESCRIPTIONS ..................................................................................................................................................22
    Room 1: Control Room .......................................................................................................................................... 22
        Gameplay ..................................................................................................................................................................................... 22
        Puzzle Summary ............................................................................................................................................................................ 22
        Dialog ............................................................................................................................................................................................. 23
        Visual References ......................................................................................................................................................................... 24
        Sketches ......................................................................................................................................................................................... 25
     Room 2: The Junction ............................................................................................................................................ 26
        Gameplay ..................................................................................................................................................................................... 26
        Puzzle Summary ............................................................................................................................................................................ 26
        Dialog ............................................................................................................................................................................................. 26
        Visual References ......................................................................................................................................................................... 27
        Sketches ......................................................................................................................................................................................... 28
     Room 3: Engine Room ........................................................................................................................................... 29
        Gameplay ..................................................................................................................................................................................... 29
        Puzzle Summary ............................................................................................................................................................................ 29
        Dialog ............................................................................................................................................................................................. 29
        Visual References ......................................................................................................................................................................... 30
        Sketches ......................................................................................................................................................................................... 31
     Room 4: Operating Room..................................................................................................................................... 32
        Gameplay ..................................................................................................................................................................................... 32
        Puzzle Summary ............................................................................................................................................................................ 32
        Dialog ............................................................................................................................................................................................. 32
        Visual References ......................................................................................................................................................................... 32
        Sketches ......................................................................................................................................................................................... 33
     Room 5: The Nest ................................................................................................................................................... 34
        Gameplay ..................................................................................................................................................................................... 34
        Puzzle Summary ............................................................................................................................................................................ 34
        Dialog ............................................................................................................................................................................................. 34
        Visual References ......................................................................................................................................................................... 35
        Sketches ......................................................................................................................................................................................... 36

Appendix A: Asset List.................................................................................................................37
Enlightenment Level Design Document                                                                      Quake 4




QUICK SUMMARY
Overview
CAMPAIGN
Kane must find and rescue Lieutenant Reynolds of the Raven Squad, who has been captured by the
Strogg. Reynolds is being held in the research wing of the Strogg Medical Facilities. This is a side mission,
taking place when Kane enters the USS Hannibal (before the briefing to “Operation: Advantage”). Kane has
not (yet) experienced Stroggification for himself and this mission will be the player’s first impressions of the
Strogg’s treatment of P.O.W.’s.

MISSION LOCATION
    •   Setting: The research wing of the Strogg Medical Facilities
    •   Time: Stroggos mid-day
    •   Season: Stroggos summer
    •   Weather: similar to fire season in Southern California—very dry, high temperatures.

MISSION DIFFICULTY
(Scale: 1-5, where 1 = Easy and 5 = Difficult)
   • Starting: 2
   • Middle: 4
   • Ending: 5

MISSION DESCRIPTION

The focus of Enlightenment is to enhance the gameplay of Quake 4 through the addition of simple logic
puzzles. The gameplay inspiration for the level derives from Half Life 2’s hybridization of physics-based
puzzles and a first person shooter. Enlightenment uses a combination of switches and feedback lights
to create interesting challenges that engage Quake 4 players in ways that are unique from the rest of
the game.

Essentially, Enlightenment’s puzzles form a layer of gameplay above Quake 4’s singleplayer FPS core.
Players can ignore the puzzle layer and head into a moderately difficult battle against enemy NPCs.
However, completing puzzles rewards the player through tactical advantages and unlocked pickups.
Players should be interested in finding the solution to the puzzles, but the puzzles will not prohibit
players from completing the level. Enlightenment is designed to augment the player experience of
Quake 4, rather than detract from the game’s core gameplay.

This level is an examination of the use of dynamic lighting in puzzle design. In Enlightenment, players
interact with switches to solve alignment puzzles. Alignment puzzles are logic puzzles that challenge
the player to line up a sequence of switches in order to achieve a particular goal. In order to
communicate the puzzle’s mechanics, I rely on scripted lights to provide visual responses to switches
and visible rewards to incentivise the player to pursue the full solution. I expand the idea a little further
to show, in Room 3, how the lights from these puzzles can directly influence gameplay.


Mission Metrics
    •   Play Time: ~5 minutes 30 seconds
    •   Physical Length – 5 rooms, 2 corridors, 4 puzzles
    •   Physical Area – 960 Radiant units x 1152 Radiant units x 192 Radiant units
    •   Max New Characters - 1
    •   Max Visual Themes – 2


Jane Chung                                          Page | 1                                            3/20/08
Enlightenment Level Design Document              Quake 4




Jane Chung                            Page | 2   3/20/08
Enlightenment Level Design Document                                                                Quake 4




LEVEL DETAILS
Level Atmosphere/Mood
The keyword for Enlightenment is “horrifying”. What creates emotional disturbance in the players is the
jarring synthesis of themes: a grisly ‘slaughterhouse’ scene that takes place in an industrial laboratory
setting. This combination portrays a mass production of human-based products; the mechanized
manner in which the Strogg extract resources from human bodies highlights their disregard for the
sanctity of life.

The Strogg Medical Facilities has been in use for a long time and thousands of human lives have ended
here. The overgrowth of cables, which run along the floors and hang from the ceiling, represents how
technological needs have evolved along with the experiments. Unlike more important Strogg facilities,
such as the Nexus Hub or Data Storage Terminal, the Strogg poorly maintain this facility. Throughout
the level, pipes are rusting and various surfaces have biological residue over them. To a robotic alien
race, whom are immune to human diseases and earthly bacteria, there is no practical reason for
maintaining sanitary conditions in a P.O.W. handling facility.

Additionally, concepts like ‘humanity’ are foreign to an alien. The blood on the walls and equipment
describe the roughness of the victims’ ordeal; the blood splatters form patterns that could only be
made from live bodies that were heavily pumping blood. The Operating Room is the climax of this
gruesome story.

Enlightenment takes place after the Medical Facilities workers have left whatever they were working on
to attend to other assignments in another building. Thus, the place is unoccupied (except for a couple
of scientists who are working ‘after hours’) and only the wall lights are still on. The darkness adds a
sinister quality to the level, which encourages the player to activate lights or play with switches.


Story
Backstory
To return a favor to an old friend, Lieutenant Voss sends Kane to assist the Raven squad in rescuing
their Lieutenant. Together with the Raven Squad, Kane heads out to the Strogg Medical Facilities based
on intelligence reports which state that Reynolds is being held in the Nest.

The Nest is an infamous room in the Research wing of the Medical Facilities; it earns its name from the
collection of egg-shaped cells called Incubators. Only a handful of humans have survived the Medical
Facilities to talk about it and, although every P.O.W. hears of the Nest during their ordeal, only one has
made it out of the research wing. This man revealed that he did not recollect much, having blacked out
repeatedly from the pain during his surgical examination. However, while on the operating table, he
remembered seeing strange egg-shaped containers outside of the window. Unfortunately, this man was
never identified as he was mutilated beyond recognition and he exhibited signs of amnesia. He died shortly
after being rescued due to excessive trauma to his vital organs. However, his accounts helped Intelligence
to determine that the Nest is the central hub of the Research wing. Furthermore, it is believed that all
prisoners in this area have ended up in an Incubator.

After receiving the mission from Lieutenant Voss, Kane set out to the Medical Facilities with the Raven
squad. Just as they were getting close to the Nest, an unexpected Strogg assault wounded nearly all of the
Raven squad. Kane must enter the remaining section of the Research wing and recover the Lieutenant by
himself.




Jane Chung                                       Page | 3                                          3/20/08
Enlightenment Level Design Document                                                               Quake 4


In-game Story
Kane receives the updated mission details and proceeds into the heart of the Research Facilities by
himself. He rides down an elevator to a control room. He continues to make his way through the
rooms, operating machinery and lights along the way to overcome obstacles. Some Strogg come after
him periodically, but he uses the rooms to his advantage and manages to fight them off. Eventually, he
makes his way to the Nest. When he enters, the room comes alive and the eggs slowly descend from
the ceiling. After they land, he has no choice but to open each cell one-by-one until he finds the
Lieutenant. Each time he opens the wrong cell, a Strogg awakens and comes after him. He fends them
off and eventually finds the Lieutenant, who is partially stroggified but conscious and able to move.
Kane leads the Lieutenant into the freight elevator nearby and they meet up with the remainder of the
Raven squad.

60 Seconds of Gameplay
The player enters the room from the corridor and immediately sees a deactivated Strogg teleporter to
her right. She proceeds to walk around the room, finding that it is actually a long room divided by a
large pit in the middle. To cross the pit, the player must use the bridge in the center of the room. Thus
the room has three distinctive sections: platform 1, the bridge, and platform 2. Platforms 1 & 2 each
have a deactivated Strogg teleporter.

The player looks at the bridge and notes that it’s not working. While there, she also notices a powerless
conveyor belt that’s protruding out of platform 2. There are some visible pickups on top of it. The
player realizes that she has no way of crossing the room until the bridge is powered. Conveniently,
there is a computer station with three switches located on her side of the room. By tinkering with these
switches, the player finds that:
        Switch A toggles power to platform 1 and the bridge;
        Switch B toggles power to the entire room (all 3 sections); and
        Switch C toggles power to the bridge and platform 2.

The player decides to use the lesson learned from the previous room to find the switch sequence that
only activates the bridge. She turns on Switch A and the lights activate on the platform and on the
bridge. The deactivated Strogg Teleporter that she saw on her way in is now flashing with lights. From
the alarm noises and lights that it makes, she figures out that the teleporter is activating.

She then activates Switch C, which turns off the bridge lights and turns on the lights on platform 2.
Now that the teleporters have had time to warm up, a couple of Strogg trickle onto Platform 1. Across
the room, she sees that the other teleporter’s lights are flashing. It looks like the teleporters on
platform 2 are ready to pop out a couple more. She also sees that the conveyor belt has also started
moving and the pickups look doomed to fall off into the pit.

Quickly, she activates Switch B. This causes platforms 1 & 2 to shut off while the bridge lights come on
again. She kills the Strogg that have made it through on platform 1 and then uses the rotating bridge
to cross to platform 2. When the bridge swings around to the player, there is a health pickup and some
ammo. On the other side, there are no more Strogg since she solved the puzzle quickly enough to
avoid it. Since she stopped the power to platform 2 in time, she successfully prevented the conveyor
belt from dumping the pickups into the pit. She collects a nail gun and ammo from this conveyor belt
as a prize for completing the puzzle.

The player proceeds to the exit door but realizes that it is broken. She finds an open vent nearby and
enters it.




Jane Chung                                       Page | 4                                         3/20/08
Enlightenment Level Design Document                                                               Quake 4




Major Areas/Visual Themes
Enlightenment combines a slaughterhouse ‘look’ with an industrialized setting. The setting is a
futuristic, industrialized building of medical nature—it can be thought of as the pharmaceutical plant of
the future. Technology is incorporated throughout the building in the form of machines,
electromagnetic doors, elevators, powered bridges, and computer equipment. A network of pipes and
wires run through the rooms and corridors, supporting the building like arteries and veins in a body.
Most monitors show either x-rays of the test subjects or results from analysis.

The slaughterhouse theme is conveyed through environmental storytelling. Biological matter appears
everywhere, getting progressively more disgusting until the player reaches the Operating Room—the
height of the atrocities, where the worst happens. Along the way, rooms are decorated with large tubes
containing preserved human body parts; blood smears on the floors showing signs of bodies being
dragged or swept into a pile; and stains on the wall showing patterns and angles that could only be
made by live bodies. The suggestive arrangement of biological textures and models tell a provocative
story of brutality and gore while the lab equipment conveys that this is just… ordinary business.




Jane Chung                                       Page | 5                                         3/20/08
Enlightenment Level Design Document                                                                 Quake 4


ROOM 1: CONTROL ROOM
Thematic Description
The Control Room contains the building operating equipment for the Research Wing of the Strogg
Medical Facilities. Against the walls are computer stations and status monitors that give off a low,
electrical drone. A light pitter-patter noise comes from the cycling fans in the ceiling, which keep this
room cool. This room is somewhat relaxed and quiet.

Since this room has less to do with the rest of the wing’s activities, there is a minimal amount of gore
on a majority of the space. It looks like a normal Strogg control room—except, however, for the broken
egg cell in the corner of the room. Here, broken wires hang from the top and the door is open. A body
is slumped on the floor in a pool of blood. Perhaps the egg cell lost power and cut off life support to its
prisoner? Or perhaps the prisoner went insane and managed to kill himself with a device he stole while
on the operating table? This mini-scene begs many questions, but offers no answers. Regardless, it’s
simply been pushed to the side of the room like it has a ticket for repair.

The room is moderately-lit, with most of the light coming from the monitors in the room. Since the
monitors are blue in color, the room adopts a blue hue. There is a large window in the room, with an
orange light that trickles in from the Nest room.


Models/Architecture




                                      Example of ceiling fan. [Source: Quake 4, “Hub1”]




                                 Strogg Teleporter Model. [Source: Quake 4, “Network1”]




Jane Chung                                                Page | 6                                  3/20/08
Enlightenment Level Design Document                                                                              Quake 4


Textures/Lighting




               Strogg-themed GUIs for the switches, featuring “on” (left) and “off” (right). [Source: Quake 4]




                      Lighting examples and ceiling/wall texture detail. [Source: Quake 4, “Medlabs”]




Jane Chung                                                Page | 7                                               3/20/08
Enlightenment Level Design Document                                                                Quake 4


ROOM 2: THE JUNCTION
Thematic Description
This room looks the most industrial of any other room. The Strogg use it as an area of transportation to
and from other parts of the building. Pipes, wires, and vents also intersect here. They’re spread across
the ceiling, sending power and data to different parts of the building. The vents help air circulation but
also form sound tunnels from which the cries of tortured souls can be heard.

The player initially walks into a dark room with scarce lighting coming from some guide lights, wall
monitors, and a couple of computer stations. Electrical paneling cover the walls and low lights line the
paths, contributing to the collective noise in this room. Monitors perch on the walls in visible areas to
display Strogg messages from their central communications. The switches located on the computers
activate power to parts of the room; based on the switches, lights turn on or off in each section.

The room is broken up by a large pit in the center. In the middle of the pit is a large, rotating bridge.
When it rotates, its moving gears make loud mechanical noises. There are no stairs on the main path in
order to make it easier to roll carts and bodies from one side to another. On the floor, there are
occasional pools of dried blood or sizzling acid that’s dripping from a pipe.


Models/Architecture

* For an example of Strogg Teleporter, see Room 1: Control Room, Models/Architecture (page 6)




                              Example of piping and wiring detail. [Source: Quake 4, “Hub1”]




Jane Chung                                              Page | 8                                   3/20/08
Enlightenment Level Design Document                                                                         Quake 4


Textures/Lighting

* For an example of GUI interfaces for Switch panels, see page 6




                   Example of the level of darkness that The Junction will have when the player walks in.
                     Light sources come from monitors and wall lights. [Source: Quake 4, “Network1”]




Jane Chung                                               Page | 9                                           3/20/08
Enlightenment Level Design Document                                                                 Quake 4


ROOM 3: ENGINE ROOM
Thematic Description
The initial impression of the Engine Room is created by the sound of heavy machinery, heard in the
vents as the player draws near the room. This room is full of movement and hypnotic rhythm because
it houses the Research Wing’s engine, generators, and stroyant pumps.

Architecturally, the Engine Room is a circular space that is divided into interior and exterior sections by
two large glass panels. When the player enters the room through the vents, the interior is lit only by
lights filtering in from the exterior section. These lights come from behind the machinery, which cast
long shadows in the interior space. The movement of these machines and their shadows disorient the
player from seeing the interior section clearly. Furthermore, Sentries moving about the exterior section
create an eerie dance of shadows in the interior section.

To protect the engine from overheating, the room’s temperature is reduced by coolant and ceiling fans.
These elements add to the visual activity in the room through rotating shadows and coolant mist that
rises from the floors.

There is very little biological matter found in this room, as there is no practical reason to bring test
subjects here. The room’s only occupants have been Sentries and repair bots. On one of the glass
panels, however, is a dried blood smear. The player surmises that it came from an escaped test
subject.

Models/Architecture




                                Example of a circular room. [Source: Quake 4, “Storage1”]




                              Example of curved glass walls. [Source: Quake 4, “Network1”]




Jane Chung                                             Page | 10                                    3/20/08
Enlightenment Level Design Document                                                                    Quake 4


Textures/Lighting
* For an example of GUI interfaces for Switch panels, see page 6




                    Example of shadows generated by external light source. [Source: Quake 4, “Hub1”]




Jane Chung                                             Page | 11                                       3/20/08
Enlightenment Level Design Document                                                                                   Quake 4


ROOM 4: OPERATING ROOM
Thematic Description
Various body parts lay on the floor, swept up in a corner. An exposed body lies on the autopsy table, its
face still bears a horrified expression that was stamped during a tortuous vivisection. This room
resembles a slaughterhouse or torture room. From the blood patterns on the floors and walls, the
player senses the brutality of the daily activities that occur here. Unlike the clean environments
typically seen in Strogg facilities, this room is a mess. All around are layers of caked blood and traces
of matter from the brain, lungs, and intestines.

The Operating Room feels slightly confining, to reflect the intimate nature of a surgical examination.
Consequently, the player finds herself in an inescapable proximity to the gore. Compared to the other
spaces in the Research Wing, this room has more lighting in it but it still has a dark corner in which a
Scientist is hiding.

Models/Architecture




                Body table, blue tubes, and human battery station arranged in a room of the Medical Facilities.
                             Note the blood and biological material [Source: Quake 4, “Medlabs”]




   Closeup of blue tubes, which contain collections of various human body parts and mutations. [Source: Quake 4, “Medlabs”]




 Example of mesh arrangement to create story. Note the use of static meshes and blood textures. [Source: Quake 4, “Medlabs”]


Jane Chung                                                Page | 12                                                   3/20/08
Enlightenment Level Design Document                                                                                     Quake 4


Textures/Lighting
* For an example of GUI interfaces for Switch panels, see page 6




    Low lighting and texture combination example from the original Strogg Medical Facilities. [Source: Quake 4, “Medlabs”]




        Medlab GUI’s feature biological x-rays. Some screens may be covered with biological matter. [Source: Quake 4]




Jane Chung                                                Page | 13                                                     3/20/08
Enlightenment Level Design Document                                                                                           Quake 4


ROOM 5: THE NEST
Thematic Description
The Nest is the actual laboratory of the Research Wing. Overall, the room appears functional and
organized. Large pieces of lab equipment sit in the corners of the room. Most of the computer
equipment is arranged on the platform area. Columns of TSD’s and a web of pipes provide support for
the equipment in this room.

The focal point of The Nest are the egg-shaped cells that hold test subjects. These objects also act as
incubators that allow test subjects to rest under controlled conditions while having their vital signs
closely monitored. The lab is initially dark, except for the eerie orange glow of the egg cells. However,
the room comes alive when the player enters the room. The major wow moment of Enlightenment
occurs when the egg cells lower from the ceiling. Sections of the room light up sequentially, then red
lights flash from the apparatus holding the eggs as it lowers them to the floor. An alarm sounds during
this process, drowning out the normal buzz of the equipment and lighting in the room.

On one side of the room is a giant freight elevator, which is the level’s exit.


Models/Architecture




                 Architectural example from the original Strogg Medical Facilities. [Source: Quake 4, “Medlabs”]


Textures/Lighting




 Focus is drawn to the marijuana in a drug lab through the use of lighting, raised platform, and its relative tidiness to the rest of
                              the room. [Source: “Urban Empires: A Multiplayer Gangster Game”]




Jane Chung                                                    Page | 14                                                      3/20/08
Enlightenment Level Design Document                                                                       Quake 4




Level Objectives
    •   Primary
            o Find and rescue Lieutenant Reynolds from the Strogg Medical Facilities
    •   Secondary
            o Solve switch puzzles for tactical advantages and rewards
            o Activate switches in the Control Room and Operating Room to make the Nest Easier


Challenge Highlights
    •   Combat
           o Engine Room: fighting in a room with dancing shadows makes combat interesting and
                difficult.
    •   Stealth
           o N/A
    •   Puzzles
           o Introductory Puzzle
                         2 switches, 2 events
                         Simple puzzle teaches player how to manipulate binary switches to achieve desired
                         results. Player initiates the puzzle.
                         Finding the solution rewards player with health, weapon, and ammo pickups.
           o Intermediate Puzzle
                         3 switches, 3 events
                         Intermediate puzzle requiring more logical thinking than previous puzzle. Player
                         initiates the puzzle.
                         Finding the solution gives player access to a weapon pickup and reduces number of
                         enemies (0 enemies possible)
           o Advanced Puzzle
                         3 switches, 4 events
                         Advanced puzzle challenges the player to be aware of 4 different events and to align
                         the switches to achieve result. Room begins the puzzle as soon as the player walks
                         into the door.
                         Finding the solution gives the player access to a shield pickup.
           o Nest Puzzle
                         Player must find Lt. Reynolds in one of the nine egg cells. By finding and activating
                         the manual overrides in the level, the player reduces the number of non-target egg
                         cells that lower from the ceiling. By doing this, the player can find Reynolds through a
                         process of elimination much faster since there are less possibilities.
                         Using switches rewards the player by decreasing the number of extraneous choices
                         available to the player. Player has a better chance of finding the lieutenant more
                         quickly and with less confrontation.
    •   Conversation
           o N/A
    •   Boss Battles
           o N/A




Jane Chung                                          Page | 15                                            3/20/08
Enlightenment Level Design Document                                                                    Quake 4




WOW Moments
    •   Controller Room: Preview into the Nest
           o When player looks through the giant window, she gets a top-down view of the nest room
               and a close up of the hanging egg cells. The eerie image of egg-shaped objects, bathing in
               an orange glow sets anticipation in the player.
    •   Controller Room: Dramatic Closeup of an Egg Cell
           o Before entering the Nest, the Player sees an egg cell and its victim up close.
    •   The Junction: Rotating Bridge
           o The bridge lights up with flashing lights while it slowly rotates around to pick up the player.
    •   Engine Room: Dancing Shadows
           o Moving shadows created by the flying Sentries, combined with the shadows from moving
               machinery, create a unique room with a lot of energy.
    •   The Nest: Egg Cells lower from the ceiling
           o When the player enters the room, the lights power on and the eggs dramatically descend
               from the ceiling.




Jane Chung                                         Page | 16                                           3/20/08
Enlightenment Level Design Document                                             Quake 4




Actors
PLAYER
Corporal Mathew Kane
    •   Model(s): Marine
    •   Inventory: Pistol, Shotgun
    •   Start Location: Room 1, elevator
    •   Motives & Major Objectives:
            o Find and rescue Lieutenant Reynolds
            o Solve the puzzles to avoid Strogg attacks


KEY ACTORS
Lieutenant Gary Reynolds
    •   Model(s): Marine
    •   Inventory: None
    •   Starting Location: Room 5, egg cell
    •   Motives/Objectives:
            o Escape the Research wing with Corporal Kane


ENEMIES
Marine
    •   Model(s): Strogg
    •   Inventory: None
    •   Starting Location: Rooms 1 & 2, Strogg Teleporters & Room 5, egg cell
    •   Motives/Objectives:
            o Kill all humans

Sentry
    •   Model(s): Strogg
    •   Inventory: Chain Gun
    •   Starting Location: Room 3
    •   Motives/Objectives:
            o Kill all humans

Scientist
    •   Model(s): Strogg
    •   Inventory: chainsaw, throwing syringes
    •   Starting Location: Room 4
    •   Motives/Objectives:
            o Kill all humans

Failed Transfer
    •   Model(s): Strogg
    •   Inventory: none (acid)
    •   Starting Location: Room 5, egg cell
    •   Motives/Objectives:
            o Kill all humans




Jane Chung                                       Page | 17                      3/20/08
Enlightenment Level Design Document                       Quake 4


Tactical
    •   Model(s): Strogg
    •   Inventory: machine gun
    •   Starting Location: Room 5, egg cell
    •   Motives/Objectives:
            o Kill all humans




Jane Chung                                    Page | 18   3/20/08
Enlightenment Level Design Document                                                            Quake 4




User Interface
PRE-GAME INFORMATION
      •   Load Screen displays a summary of the mission’s backstory
IN-GAME INFORMATION
      •
      Intercom messages from Strauss and Raven Squad
      •
      Objective updates
POST GAME INFORMATION
      •   Not applicable

HUD ELEMENTS
Normal Elements Used
All the normal, pre-stroggification Quake 4 HUD elements are used in Enlightenment. These are listed
in the Quake 4 game manual (see the HUD diagram1 below):




1. Objective Indicator: When you receive a new objective, it will briefly appear here. To review your
objectives during a game, press and hold the Objects/Scores key [default: Tab]

2. Item Pickup indicator: When you pick up armor, ammo, health, or a new weapon, an indicator
appears here

3. Clip Ammunition: The amount of ammunition in your current weapon. Press the Reload key [default:
R] to fill it from your reserve ammunition. With some weapons, this indicator is also shown on the
weapon's status display.

4. Reserve Ammunition: The amount of additional ammo you're carrying for the selected weapon.
Reloading depletes this reserve.

5. Health: The amount of damage you can take. When healthy, the green bar is full. As you're shot or
injured, this number decreases and the bar empties. If the number reaches 0, you will die. Picking up
health packs restores your health.

6. Reticle/Cursor: Your reticle generally assists in aiming. However, as you approach other Marines,
your weapon lowers and your reticle indicates you can talk to the person. Their name appears next to
the reticle. When you approach a computer panel or other graphical interface, your weapon lowers and
your reticle becomes a mouse pointer you can use to interact with the information on-screen.

7. Armor: Displays how much armor you have on. When you're shot or take damage, some of the
impact is absorbed by the armor you wear. When your armor is completely intact, the green bar is full.
As you take damage, the number decreases and the bar empties.

Special HUD Elements Required
None.

1
    Copied from the Quake 4 game manual


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Enlightenment Level Design Document                                           Quake 4




GAMEPLAY
Gameplay Mechanics
    •   Prerequisite Skills:
             o Movement: run/walk, jump, and crouch
             o Weapon usage: shoot and reload ammo
             o Flashlight
             o GUI interaction: finding interactive monitors and using them
             o NPC interaction: clicking on NPC’s to speak with them
    •   Skills Learned
             o Solving switch puzzles


Level Progression Chart




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Enlightenment Level Design Document               Quake 4




Overhead Level Map




Jane Chung                            Page | 21   3/20/08
Enlightenment Level Design Document                                                                  Quake 4




Detailed Map Descriptions
ROOM 1: CONTROL ROOM
Time: 1 minute
Difficulty: Low
Room Objectives:
    1. Activate Switch Key 1 to lock three egg cells in Room 5
    2. Learn the concept of switch puzzle-solving by completing the Intro Puzzle

Gameplay
The player enters what appears to be a normal room. However, in the corner, the player is attracted to
a horrific scene of a human body spilling out of a strange containment unit. The scene represents how
human P.O.W.’s are treated by the Strogg and gives the player a taste of things to come.

The second thing the player notices is the preview into the Nest. Through the large windows across
from the elevator, the player sees egg-shaped cells hanging from the ceiling. These egg cells are a
defining feature of the Nest and help the player to identify the room. The windows also provide
foreshadowing and build up anticipation in the player. In case the player doesn’t recognize the room
based on these egg shapes now, this vision may still be able to create a call back moment when the
player finally reaches the Nest and sees the hanging egg cells in person.

By exploring this room, the player can find the first of two Switch Keys, which affect the difficulty of the
final room in this level. The player is advised to find and activate these Switch Keys so that Strauss can
hack into the Research Wing and help Kane find the Lieutenant. The player finds the Switch Key in front
of the large window overlooking the Nest. When she activates the switch in this room, she sees through
the window that three of the egg cells in the Nest Room are powered off. Strauss comes on the radio to
give positive feedback in the form of verbal praise.

The last activity in this room is the Intro Puzzle. The player begins this level with 75% health and feels
a desire (as most players do) to search for health pickups. On the far side of the room, next to the
unlocked exit, are two closets with glass doors. Behind one door is a Strogg Teleporter and behind the
other doors is a health pickup, machine gun, and ammo. The player desires to get the pickups but
wants to keep the Strogg Teleporter closet door closed. The player has already encountered a Strogg
Teleporter and should be able to identify it. If the teleporter door opens and remains open, then the
player must kill the marines as they pop out every 30 seconds.

Between the glass doors are two interactive monitors (switches) that will help the player solve this
problem [see Puzzle Summary, below]. The player completes the Intro Puzzle and continues to the next
room.

Puzzle Summary
Switches
Switch ID        Event(s)
A                Toggle on/off the Strogg Teleporter & the Pickup Closet
B                Toggle on/off the Strogg Teleporter

Puzzle Objectives:
   1. Pickup Closet (“PC”) is on
   2. Teleporter Closet (“TC”) is off

Suggested Solution:
Step #   Player Action                                  Result
0        N/A                                            PC off, TC on
1        Switch A                                       PC on, TC on
2        Switch B                                       PC on, TC off



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Enlightenment Level Design Document                                  Quake 4


Reward:
     Health pickup
     Machine Gun
     Ammo
     Tactical: Stopped Strogg from teleporting into the room

Dialog
Transmission from Strauss: “Not bad2. An Admirable job, Corporal3”




2
    Strauss: 9_7_140_1
3
    Core: 3_2_10_10_1

Jane Chung                                    Page | 23              3/20/08
Enlightenment Level Design Document                                                                         Quake 4


Visual References
The color palette consists of pale blues and greens—members of the “cool” color family. This reflects
the relatively low-danger, low-action of the room. The room is lightly buzzing with the sound of
computer equipment, lights, and machinery. The room feels very technical, with equipment everywhere
and cables running along the floors and wires hanging from the ceiling. The textures and room objects
follow that of the “Medical Facilities” level.

In contrast, the player sees the warm oranges and reds in the Nest room through the windows. This
builds up anticipation towards the Nest room.




                   Monitors on the walls and cables hanging from the ceiling [Source: Quake 4, “Medlabs”]




                           Examples of blue and orange color schemes [Source: Quake 4, “Hub1”]




Jane Chung                                               Page | 24                                          3/20/08
Enlightenment Level Design Document                                                                       Quake 4




                    Example of a large window and control panel in front. [Source: Quake 4, “Network1”]




Sketches




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Enlightenment Level Design Document                                                               Quake 4


ROOM 2: THE JUNCTION
Time: 1.5 minutes
Difficulty: Medium
Room Objectives:
    1. Cross the room using the rotating bridge
    2. Find the vent to go to the next room
    3. Solve the switch puzzle to get Nailgun and ammo pickups

Gameplay
The player spends 20 seconds walking around this dark room, figuring out what to do. By walking
around, the player should see that the room has three sections: Platform 1, Bridge, and Platform 2.
She should also notice that the entire room seems to be powered off, and that both platforms have
inactive Strogg Teleporters.

The player is currently standing on Platform 1 and has a limited area to roam around. The player
gravitates towards the far end of the platform, towards the light of a powered computer station. This
computer station has three interactive consoles, which are the interactive components of the
Intermediate Puzzle [see Puzzle Summary, below]. From this location, she can see a powerless
conveyor belt next to Platform 2 that has pickups on it. This is the reward for successfully completing
the Intermediate Puzzle.

After solving the Intermediate Puzzle and picking up her prize, she wanders over to the exit door and
notices that it’s locked. Upon closer inspection of the walls, she sees that one of them has an open vent
and she crawls through to the next room.

Puzzle Summary
Switches
Switch ID        Event(s)
A                Toggle on/off the power to Platform 1 and the Bridge
B                Toggle on/off the power to Platform 1, Platform 2, and the Bridge
C                Toggle on/off the power to the Bridge and Platform 2

Puzzle Objectives:
   1. Platform 1 (“P1P”) is off
   2. The Bridge power (“BP”) is on
   3. Platform 2 (“P2P”) is off

Suggested Solution:
Step #   Player Action                                  Result
0        N/A                                            P1P off, BP off, P2P off
1        Switch A                                       P1P on, BP on, P2P off
2        Switch C                                       P1P off, BP off, P2P on
3        Switch B                                       P1P off, BP on, P2P off

Reward:
     Nail Gun
     Ammo
     Tactical: Minimized or completely stopped Strogg from teleporting into the room


Dialog
None.




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Enlightenment Level Design Document                                                                                         Quake 4


Visual References
Upon entry, the room is dark except for a few wall lights and the light from the computer station. This
draws the player over to the computer, where the three switches are located. When activated, lights
along a ceiling trim on platforms 1 & 2 light red to suggest danger. The bridge, on the other hand,
activates with blue lights. The contrast in coloring will reinforce the objective (i.e., activate the bridge
only) for the player.




Example of a rotating bridge and the level of darkness that the Junction room will initially have. The colored lights on the ceiling
    trim will also be used to signify to the player which section of the room is activated. [Source: Quake 4, “Network1”]




                       Example of a foggy pit in the Medical Facilities level [Source: Quake 4, “Medlabs”]




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Enlightenment Level Design Document                                                                                       Quake 4




   Conveyor belt with pickups on top. When Platform 2 activates, the conveyor belt slowly starts to drop pickups into the pit.




Sketches




Jane Chung                                                 Page | 28                                                     3/20/08
Enlightenment Level Design Document                                                               Quake 4


ROOM 3: ENGINE ROOM
Time: 1.5 minutes
Difficulty: High
Room Objectives:
    1. Stop the sentries from entering the room
    2. Kill the single sentry that’s inside the room
    3. Solve the Master Switch Puzzle

Gameplay
The vent leads downward to the Engine Room, which is below the Nest and Operating rooms. The room
appears to be a room within a room, where two walls of windows separate the player from the rest of
the room. There are Sentries hovering around everywhere – mostly outside with one on the inside.

Initially, the player enters a dark room that is only lit by the light coming in through the windows. Due
to the absence of light on the interior, the player can barely see the Strogg who is attacking him. The
machinery of the Engine Room creates moving shadows as well. This orchestra of moving shadows
makes it challenging to see the sentry who is an imminent threat to the player. The player defeats the
sentry in the dark. However, soon after the windows automatically begin to lower. The player fears that
the external Sentries will soon enter the interior space. These windows are lowering slowly, drawing out
tension for the player.

The player races across the room but finds that the exit is not powered. She then returns to the center
of the room, to a computer panel that has 3 switches that control the room’s power. She begins to
complete the Master Puzzle [see Puzzle Summary, below]. The player might be tempted to just open
the door and run, but by turning on the lights she gains access to a shield pickup that’s stored behind a
glass panel on one of the lights. The player gets the shield pickup and exits the room by taking an
elevator up to the Operating Room.

Puzzle Summary
Switches
Switch ID        Event(s)
A                Switch A toggles power to the South window and the door
B                Switch B toggles power to the South window and the interior light
C                Switch C toggles power to the North window and the door

Puzzle Objectives:
   1. South Window (“SW”) is off
   2. North Window (“NW”) is off
   3. Interior Light (“L”) is on
   4. Door (“D”) is on

Suggested Solution:
Step #   Player Action                                   Result
0        N/A                                             SW on, NW on, L off, D off
1        Switch C                                        SW on, NW off, L on, D off
2        Switch B                                        SW off, NW off, L on, D on

Reward:
     Shield pickup
     Ammo
     Tactical: Prevented the Sentries from flying into the room.
     Tactical: Interior lights help player to fight off any Sentry that made it through and help uncover
     health pickups that were hiding in the dark.

Dialog
None


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Enlightenment Level Design Document                                                                               Quake 4




Visual References
The moving shadows from the Sentries on the outside interfere with the player’s ability to see the
moving Sentries on the inside. This encourages the player to activate the interior light.
The textures and room objects follow that of the “Medical Facilities” level.




                                Raised platform with monitor. [Source: Quake 4, “Storage1”]




             Example of a coolant pipe that helps moderate the room’s temperature. [Source: Quake 4, “Medlabs”]




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Enlightenment Level Design Document                                                                                        Quake 4




       When interior lights turn on, they expose pickups inside which motivates the player to keep the lights turned on.




Sketches




Jane Chung                                                Page | 31                                                        3/20/08
Enlightenment Level Design Document                                                                                   Quake 4


ROOM 4: OPERATING ROOM
Time: 0.5 minutes
Difficulty: Low-Medium
Room Objectives:
    1. Kill the scientist in the room
    2. Activate Switch Key 2 to lock three egg cells in Room 5
    3. Restock on health and ammo; find the shotgun

Gameplay
The elevator brings the player to the Operating Room, where the most gruesome of activities occur in
this wing. A lone Scientist emerges from behind some operating lights on the ceiling and attacks the
player. The player defeats it and wanders around the room, which is shaped like the Control Room. The
player wanders over to the large window and finds, as before, an interactive panel. This panel is the
second Switch Key for the Nest. As before, activating it causes three lights in the Nest room to turn off.
Strauss radios in to give more words of encouragement.

After activating the switch, the player looks at the scenery and picks up ammo, a shotgun, and some
health before proceeding into the final room. This area is meant to be a relaxed pit stop for the player.

Puzzle Summary
None

Dialog
Transmission from Strauss: “That was ok.4 I’m getting quite good at this!5 I have finished my work, be
on your way.6”

Visual References
* For example of window/control panel setup, see “Visual References”, page 24.




             Example of a modern-day operating room. Note the proximity and abundance of equipment and lighting.
    [Image Available: http://images.main.uab.edu/mediarelations/siteadmin/releaseimages/unlimited/big/new_hospital_or_2.jpg]




4
    Strauss: 9_7_140_4
5
    Strauss: 9_7_90_3
6
    Strauss: 9_7_38_2

Jane Chung                                                 Page | 32                                                 3/20/08
Enlightenment Level Design Document                                                                                    Quake 4




             Arrangement of blood pools and splatter patterns around operating table creates story within the scene.
                                                [Source: Quake 4, “Medlabs”]


Sketches




Jane Chung                                                 Page | 33                                                   3/20/08
Enlightenment Level Design Document                                                              Quake 4


ROOM 5: THE NEST
Time: 1.5 minutes
Difficulty: Med-High
Room Objectives:
    1. Find and free Lieutenant Reynolds from his cell
    2. Escort the Lieutenant to the freight elevator and exit

Gameplay
The Nest is the final challenge in Enlightenment and the player accomplishes her major objective here.
When she enters the room, the egg cells descend from the ceiling with dramatic, flashing lights and
alarm sounds. If she had activated both switches (one in the Control Room and one in the Operating
Room) then only 3 of the 9 cells lower. The lieutenant is guaranteed to be in one of those cells. If she
had only activated one of the switches, then 6 of the 9 cells lower. If she had activated none of the
switches, then all 9 cells lower from the ceiling. If time permits, than the cells will be randomized so
that the NPC’s location changes each time the map is played.

The player must open the correct cell containing the Lieutenant. If she is wrong, then a Strogg will
appear and she must defeat it. To maintain the theme of human experimentation, only three types of
Strogg will appear: Failed Experiment (zombie), Strogg Marine, and Tactical Marine. Both the player
and the Strogg use the cells and room columns for cover. Scattered about the room are resources such
as ammo and health. In the far reaches of the room are a shield and a Rocket Launcher. The player can
find and pick these up in between Strogg battles.

After she finds the lieutenant, she leads him over to the freight elevator. Unexpectedly, a scientist
appears from the shadows in the elevator. After this final surprise, she presses the elevator switch to
activate the elevator and ends the level.

Puzzle Summary
None.

Dialog
While Egg Cells are lowing from the ceiling:
Transmission from Strauss: “I must admit to being envious of you, Corporal Kane. The technology you
are witnessing must be truly spectacular.”7

When player finds Lieutenant Reynolds:
Transmission from Command Center: “Target acquired.8 Yeah!9 Ha-ha-haaa!10 Nice job, soldier.11 Way
to go!12”
Lieutenant Reynolds: “(grunt13) Thanks soldier. You saved my hide.”14
Transmission from Command Center: “You better mover along”15




7
  Core: 3_2_1_40_1
8
  Marine_1_vo: vo_9_10_240_6_h
9
  Marine_1_vo: vo_9_10_90_3_h
10
   Marine_1_vo: vo_9_10_90_4_h
11
   Marine_1_vo: vo_10_140_1_h
12
   Marine_1_vo: vo_10_140_2_h
13
   Marine_2_vo: vo_9_11_260_3
14
   Marine_2_vo: vo_9_11_130_1
15
   Marine_1_vo: vo_9_10_250_3_h


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Enlightenment Level Design Document                                                                               Quake 4


Visual References




                        Egg-shaped object door texture and door reference. [Source: Quake 4, “Hub1”]




             Example of lab equipment [Image available: http://www.fesgroupllc.com/fotos/Ceilingless%20Lab.jpg]




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Enlightenment Level Design Document                                                                     Quake 4




                   Interesting lab equipment [http://www.fesgroupllc.com/fotos/Glatt_05_02_01-p6.jpg]


Sketches




Jane Chung                                             Page | 36                                        3/20/08
Enlightenment Level Design Document                      Quake 4




APPENDIX A: ASSET LIST
Textures
   • textures/medlabs
   • textures/fluids
   • textures/guis
   • textures/stroyent
   • textures/consoles
   • textures/hub
   • textures/decals
   • textures/common
   • textures/common_floors
   • textures/common_lights
   • textures/common_misc
   • textures/common_trims
   • textures/common_walls
   • textures/glass

Static   Meshes
   •     models/mapobjects/strogg/console
   •     models/mapobjects/strogg/crates
   •     models/mapobjects/strogg/door
   •     models/mapobjects/strogg/lights
   •     models/mapobjects/strogg/machines
   •     models/mapobjects/strogg/medlabs
   •     models/mapobjects/strogg/misc_equipment
   •     models/mapobjects/strogg/monitors
   •     models/mapobjects/strogg/pipes_wires
   •     models/mapobjects/strogg/structural
   •     models/mapobjects/strogg/windows

Dialog
    • sounds/core_vo
    • sounds/strauss_vo
    • sounds/marine_1_vo

Sounds
   • sounds/med_labs
   • sounds/movers
   • sounds/music
   • sounds/scientist
   • sounds/strogg_marine
   • sounds/effects
   • sounds/doors
   • sounds/ambient
   • sounds/guis
   • sounds/objects




Jane Chung                                   Page | 37   3/20/08

				
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