"Awakening" - Crysis - singleplayer level
'Awakening' ended up being the last level in which you fought North Koreans in Crysis. Of course, it underwent many changes, both technically and creatively.
Originally the level was the second half of one huge map called 'Nodule'. I was assigned to this level when the map was split into two, with the original Designer remaining on the other.
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Once the decision had been made to divide the level into two, problems with the layout that had been noted were now on the list to be changed because the level transition became more controlled (a rift caused by an earthquake) meaning players couldn't roll into the human encampment in an APC, or completely skip it in a Helicopter any more.
For me, the level first took shape when I decided to spend literally a full weekend beautifying the first part of the level, which had been very barren, in order to create some sort of visual theme. This took shape in the railroad track path; I remembered as a child going into forested areas that fascinated me, and I wanted to get the feeling across of sneaking through some undergrowth and looking down across vegetation to see an almost-hidden railroad, and exploring it.
A major milestone in creating this path was actually painfully scrapping part of the old railroad. While research showed me that it certainly does occur, angled (and curved!) railroads for a Level Designer using Lego-like pieces of railroad geometry are a nightmare. The railroad became decisively flat, and much better for it.
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Another thing I really tried hard to get across was non-linearity through Objectives. The railroad path working in parallel to the main path and then veering off was crucial to this as it represented two discrete paths for players to take; one to the Camp where the optional objective was, the other to the main objective at the Crusher Compound. Of course, taking the path to the Camp also meant approaching the Crusher from the East instead of the West, too.
The Camp itself underwent many changes until I was happy with the layout. Since by that stage the buildings had already been created, I made Solids roughly the same size as each building, hid the original buildings, and blocked the layout out until I was satisfied I could run around the Camp while it was made of giant grey blocks and it was fun, I couldn't see from one side to the other, and my senses weren't being accosted by too many potential corners to cover.
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The biggest headache was the open-pit strip mine. Eventually, it was decided to simply make one path through these open pits since open maze-like areas were proving very confusing and frustrating for players. The paths were wide and in the open enough that the whole area still felt non-linear and epic, but players were led a bit more in the final version.
Responding to feedback about the actual Mine Gate area needing structure, I created a series of trenches that proved to be claustrophobic and conducive to infantry gameplay where previously players had had little cover and not enjoyed that area at all.
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Inside the mine, AI tended to be sparser due to the fact that the intensity outside was so high, players wanted to rest once they had made it inside.
The final room with General Kyong was reworked so many times due to creative changes being made to the project. At one time, players were supposed to fly a VTOL out of the collapsing cavern! It eventually settled as a scaffolding-based boss arena in a picturesque water cavern.











