My submission to (and winner of) the Lorn's Lure Workshop Release Competition. Set in a ruinous cavern—what once was a city—the player must explore the destruction, coming face to face with a massive machine, and scaling its insides to find it just as dead as the city it ravaged.
Lorn's Lure is an indie First-person platform made by Rubeki, and the Workshopping Competition was held for 2 months as a celebration of Workshop support being added. I, however, developed this map within the span of a week during Spring Break, utilizing a mix of pre-existing prefabs and simple pro-builder assets.
It was a massive test of endurance, pushing forward my skills in rapid iteration, clever asset reuse, and level design knowledge in a severe time crunch. I'm happy to say it paid off!
The map can be downloaded here from the Steam Workshop.
Rubeki's (Developer of Lorn's Lure) Reaction Video to Contest Submissions.
Derelict Machine playthrough and review @ 26:49
Area 1: The Cavern. A twisted mass of exposed pipes and rebar. Obvious paths traced from the positive space. Ample and forgiving opportunity to learn climbing, wall-running, and tic-tac strategies which will be used throughout the level.
The transitionary road between Areas 1 and 2: a long, straight trek forward within a ravine. Chunks of roadway and human-oriented objects trickle in, blending the enviornments of A1 and 2. In the distance, a red light piercing the fog.
Unfortunately due to the severe time crunch, my allocated time for Pre-production planning was limited. Where I usually design a 2D layout map to build off from in-editor, I instead used the first few days of my sprint learning the toolkit provided in the workshop pack, nailing metrics and provided scripts in a test map before diving right into the Block-Out Stage.