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Enlightenment

Last update: 01.24.2009

[Engine: Radiant, Quake 4] [Team Size: 1 person]

Description | Custom Features | Downloads | Screenshots | Videos



Description:

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.

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.

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.


Custom Features: light-based switch puzzles, objects constructed out of BSP (egg cells, bridge, and consoles), and scripted GUIs.

Downloads:
  • Download Enlightenment [4.3MB, zipped] - requires Quake 4. To play, unzip the download and move "Enlightenment.pk4" to the Quake4 directory under ROOT >> q4base.
  • Level Design Document [pdf]
Screenshots:
Wireframe Map Critical Path Egg Cell Rear Operating Room Entrance Hanging Egg Cells Ctrl Rm Puzzle Junction Rm Puzzle Operating Rm Scene Operating Room Shadow Detail Enlightenment Egg Cell Search





Videos



Download higher quality video: Enlightenment Complete Level (52.9 MB)


This is a full run-through of my level, demonstrating the experience from the beginning to the end. My goal in this project was to create a map for two different types of players: the thinker vs. the shooter. Players tend to enjoy either puzzle-solving or shooting more than the other. Solving the puzzles in my level reduces the number of enemies that attack you, but players do not have to solve them perfectly to continue. Thus, players who prefer to shoot their way through levels aren't burdened with puzzle-solving activities.






Download higher quality video: Enlightenment Puzzle 1 (18.1 MB)


This is an introductory, 2-switch puzzle. The left door contains pickups and a weapon. The right door contains a strogg teleporter that activates when the door is opened. The player must use the switches to open the left door only. One switch toggles both doors whereas the other toggles only the right door.






Download higher quality video: Enlightenment Puzzle 2 (40.6 MB)


The objective of this puzzle is to activate the bridge to cross the room. If you solve the switch puzzle correctly, minimal Strogg will appear through teleporters. Alternatively, you can opt not to solve the puzzle and deal with the slow-but-steady stream of Strogg that teleport into the room.






Download higher quality video: Operating Room (29.8 MB)


The operating room contains no puzzles and a couple of easy encoutners. This room serves as a rest-stop before the player solves the final puzzle. The room shares the background of the level-- that human beings are being captured and 'worked' on in grotesque ways.