Personal Design Prototypes


Cardboard Cthulhu is a personal project I developed in February 2015. The initial target platform is Android, but I have made a Windows build available here to download. Download .exe


I made this map as an exercise in blocking out level designs in Unity 4.




WebPlayer Map Demo

Controls:  WASD – move  | Mouse - Look  | Spacebar - Jump


Mystery Canyon
A Prototype Multiplayer Map – by Megan Perry 02/17/2014


This map was designed with Free for All or Team Deathmatch, Capture the Flag, or “Assault the Enemy Base” type gameplay ideas in mind. The map is small enough to allow 1v1 face off matches, 4v4, 3v3v3, or a higher number of players- though I think testing would show us that more than 8
players in this map would feel frenetic and crowded if respawning were allowed.

The movement speed should be set lower for actual gameplay, the speed is set high to allow a quick walkthrough of the map.

Bases:

The standard spawn points would be inside one of the 3 Base Areas.

Base A is vulnerable to the front, with the cave/tunnel ramp leading right up to the front of the base, though the steep climb out of the water may give defenders time to act.

Base B has paths around both sides coming from the back passageway and the lower walkways. It is easy to surround this base with a sneak attack, but the defenders also have an extra path to escape from that isn’t in line of sight to Base A to prevent a stalemate of both teams hiding in the cover of their Base Area.

Base C is in the mysterious “underground/overground” area and can easily be flanked from both sides, though player’s defending this base can easily sneak up on either Base A through the cave and out through the water, or up the path toward Base B and flank from there, or take the low elevation walkway around to Base A.

Full Cover:

Low rock walls provide strategic cover to head off the opposition, but if you are circled around on, watch your back or you’ll be a sitting duck.

Two Sniper huts, one near Base A and one near Base B, would provide cover while crouching, but the raised elevation and lack of cover on the path to each makes it a risky option if the opposition catches you making your way to one.

Flanking walls around each base give some cover, but Base B has an escape route/weak spot in that it has paths entering in from behind the cover wall on one side. A strength it has is that one of its cover walls has a great position to pick off anyone trying to come up from the back path or lower walkway.

Low walls along walkways, can be crouched behind to sneak up the path or attack from behind cover.
*Cover elements would need to be tuned to Character Standing and Crouch height

Fuzzy Cover:

Bushes and sections chainlink fence provide some visual cover, but provide no protection from attacks.

About the Water: The water may be magical in this prototype, but thematically it should be contained; (as it does not fill the entire subterranean cave area or drown players like normal water) but it has no protection against projectiles being fired into it. The reflective surface makes it difficult to aim into or out of, but a peppering of ammo into the water will almost certainly flush out any opponent attempting to sneak through the flooded passageway.

If a player jumps or falls off into the water, there are only two ways to get out of the hole, up the sandy bank towards Base A, or underwater through the cave towards Base C.


An example of a traditional RPG-type questline with  several unique NPC species I created using standard props. I had a lot of fun making this to learn the scripting system and terrain tool.  Play Mystery Island