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Almeida Manor - Co-op Mission Blockout

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The goal of this project was to create a mission that works in both single player and 4 player co-op. It should also be able to be comfortably slotted into an open world environment. This was achieved with the use of Unreal Engine 5 and a modified version of the 'Advanced Locomotion System' addon. This provided mechanics such as 1 way doors, movable crates and a climbing system that allowed me to translate my ideas into the 3D space.

Inital Concept

Taking inspiration from games like Ghost Recon, you’re part of a highly trained military division hunting down Antonio Almeida, a ruthless drug lord, who has been working on a new, highly addictive narcotic at his guarded manor compound on the Algarve coast. You need to find out what is in the narcotic and to stop its continued production. This requires the player to retrieve a sample, and for the labs to be destroyed.

As the level needed to suit both single player and co-op many choices had to be made to accommodate this. The layout was built on 2 levels, the upper manor compound area, and the lab area below, inside the caves. This 2-tiered approach split the level allowing the objectives to be placed in separate locations. This promoted co-operation but also provided a challenge for a single player approach.

Initial Top Down Drawings

Mission Objectives
 

Completing the level requires to the player to work through one of two objectives. Both objectives offer different play-styles but can also be mixed and matched to accommodate different player types.

Approach 1 - Generator Shutdown
 

In this approach the player is required to access 3 generators placed across the map. Once they reach the generator they need to open a panel and shut it down. Once the three generators are shut down the doors to all 3 labs open and they can enter, retrieve the sample and extract. Once a generator is shutdown it will draw attention of nearby guards.

The generators are placed in highly exposed spots. This means the player will likely end up in a firefight if they don't assess their surroundings beforehand. This is tailored for players more interested in fast, run and gun play style but also offers a challenge for stealth oriented players if they want to try and complete the objective without being seen.

Approach 2 - Terminal Hack
 

The second approach is more stealth orientated. Inside the manor on the top floor there is a terminal that links directly to the main lab. Accessing this terminal unlocks the main lab door below. Once the door is unlocked the player can enter the main lab and access another terminal there to unlock the smaller lab doors where they can retrieve the sample and extract.

The terminal in the manor is heavily guarded and a route will need to be planned before accessing it. Aside from being spotted the player can make their way through the approach without drawing any attention.

Lab Destruction
 

In both instances the labs need to be destroyed once the sample is retrieved. This is done by placing C4 within the lab boundaries and getting to a safe distance. The C4 is timed so the player needs to escape the area before it goes off so they don't risk themselves or the retrieved sample.

Gameplay Styles
 

Throughout the levels development considerations were made for different play styles. Focusing mainly on the Sniper, Stealth and Assault archetypes the level was crafted to suit each of these ways of playing and obsticals set up to keep it challenging.

During the initial planning of the level layout I knew I wanted a vantage point for a sniper to be able to assess the guards' positions. I wanted this location to be away from the main manor area so that in co-op they sniper could also assist in planning out the route for the other players. Through this the lighthouse was created as it was a coastal setting and allowed for a higher point looking over the raised manor area. This location however cannot see the underground lab area forcing players to explore that section of the map. Watchtowers are also placed across the level as vantage points to take over as the player progresses.

Sniper
 

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Stealth
 

I wanted the option for the level to be beaten fully using stealth. To achieve this I set up several cover options throughout the level that the player can move in between. These were laid out initially then adjusted through playtesting.

I wanted the player to have to study enemy AI patterns before they made their next move giving them a challenge but not making it too hard that they felt like they would constantly be spotted. The player can approach either the upper manor area or the cave area in this way.

Assault
 

By spacing cover far enough apart the consideration for the assault class meant that they were free to take a firefight and still reach some form of cover within a short amount of time. The generator objective emphasised this by being out in the open allowing for the player to choose themselves before completing it if they want to deal with enemies in the area or pick individuals off quietly.

I also kept the amount of enemies in the compound lower as to not overwhelm the player if they want to be more aggressive. I found in testing that too many enemies in the compound felt unfair so it was dialled back.

Gallery
 

This project was great practice in understanding different play styles in approaching an objective. Adding the extra layer of it working within a 4 player co-op experience also taught me a lot about how to craft interesting and memorable experiences alongside improving my skills within Unreal Engine 5.

© 2019 by JAMIE MORRISON

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