Dreadhurst Manor 2 - Basement Section
Yes, you read that right. After 2 years of threats (!), I am indeed remaking my first ever project.
Addressing the elephant in the room, yes. Dreadhurst Manor is a very edgy title, don't worry, more to come on that front later.
The original version was missing a few things, and one of those was a basement area. I simply didn't know how to properly implement one back then, and now I do. So there is a basement, funny how that works!
While I always try to make the best level design I can, this time, I am taking time to adhere to level design principles I have picked up over the past 2 years.
Basement Layout
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2. An elevator used for large objects is here, it will connect to the ground floor of the manor.
3. A power station room, a large electrical box here will have 3 wires that extrude from it and leave the room, serving as the puzzle
4. A waterlogged room with a fuse box. Each fuse box has a wire that connects directly to the power station room
5. A fuse box inside a locked room
6. A room with a space the player can squeeze through to access the fuse box in the previous room
7. A fuse box in a locked room
8. A powered gate, next to it is an electric box which will indicate how many fuse boxes are active.
This section is designed to have many tight corridors, this serves to aid atmosphere and increase tension when enemies roam the area. There are multiple rooms that house items and notes, and plenty of potential to add more later.
The player is likely to either get to the electric gate or power station room first, if the player gets to the gate they will see 3 unpowered bulbs and the power station will show 3 wires leaving it. While not explicitly told, the player will understand what to do.
Now let's take a deeper look at some of the design choices.
Grey Box Design
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The pipes lead to a boiler room, the basement has plenty of rooms like this, that house items like bullets and healing items and lore based notes.
Around the corner is a room where...unpleasant things happen.
Moving on from...that. Outside that room is an area where 'wine' is assembled. Reference mannequins are used throughout the grey box to get a better idea of scaling.
The basement has a couple of segment where the player can crawl under pieces to get away from enemies.
The power station room is very well lit, making it an obvious reference point for the player, light will bleed out of this room to draw the eye.
A fallen water barrel can be seen as the player nears the waterlogged room.
The waterlogged room has a live electric wire touching the water, this will cause severe damage to the player. The player must activate a switch and has a few seconds to reach the other side. Flipping the fuse box at the end turns off the wire forever and is a puzzle piece for the power box.
A very tight corridor is seen via pipes, the player can use this to bypass a large part of the map, however it offers little protection from enemies, this can have steam valves that can be turned off later.
In the 'wine' making room, a very obvious light will lead to the powered gate.
This gate is locked and a power indicator will have 3 bulbs that light up as fuse boxes are switched on and a final bulb for when it is ready to be activated. Behind the gate is a non-descript room and a door, this will open up the cave section. It is presented as impossible space as the cave is significantly larger, however this can be designed to have stairs leading further down into the cave section.
This is an example of how some of the larger corridor sections use lights to indicate a path further ahead and pipes can indicate walls to follow.
A fuse box is inside this room. The key to the door is found elsewhere in the manor. The player may already have the key to the door, if not this forces the player to remember this door.
A small break room is placed to separate the storage areas from staff quarter areas. These staff members live in the basement and leave via the elevator to access outside areas.
A long hall with fans for volumetric lighting and fog creates atmosphere.
A small cabin room for staff offers a quick hiding space in the previous longer hallway.
A locked room with a fuse box inside is at the end of the hallway, a light is seen further ahead and a caged off area is visible to the player.
Inside the cage is a gap the player can squeeze through. This can be hard to see, but a light on the other side will aid the player.
Video Breakdown:






















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