ADVENTURE ON CLOVER ISLAND
my Role : Level Design
ENGINE : UNREAL ENGINE 4
TYPE : cHALLENGE MAPS
PRODUCTION TIME : 3 WEEKS COMBINED
genre : Plattformer
platform : PC
During my first year at Futuregames i had the opportunity to help out Right Nice games with level for their game Adventure on Clover Island. I decided to make to challenge maps, meant as an unlockable side activity in the game.
CHALLENGE MAP #1
The idea behind the level was to make something that exclusively relied on one mechanic, the swinging. Being a big fan of spiderman I made the level to look like a big metropolitan city where you could swing over, under and around the different blocks without ever stopping your forward motion.
The first thing you see when starting the level is a swinging node right ahead of you. As you take it you swing around in an S-shape before reaching safe ground.
Bending the corner you see two new swinging nodes above you. If you take the swing right you can then jump directly from the second swinging node onto the jumping mushroom.
From there you take a sharp left and swing over first gap, then take sharp left and swing over the second gap onto the jumping mushroom.
After bouncing around on the mushrooms a bit you take the next swinging node, which bends slightly to the right around a building.
From there you land on another jumping mushroom which allows you to take a second to get your bearings before continuing forward.
Swinging forward, you need to make a huge leap to reach the next swinging node, which swings you up to a new mushroom.
And finally you make another leap of faith to the last swinging node. After making the jump you then bounce your way to victory.
Like the first challenge map, I wanted to make something that relied on only one mechanic. This time I used the slow motion mechanic. The level is a very straightforward variation on a theme, where I tried to cram in as many different ideas I could.
Starting out simple, the first section contains to platforms spinning counter-clockwise in relation to each other. They only align for a brief second, which turns into an ocean of time with the slow motion activated.
The second puzzle is a series of revolving doors where, if you time it right with the slow motion, you can run through with a small margin.
The swing works more as a test on your reflexes, as you need to time your use of the slow motion with the rotation of the swing.
ROTATING HAMMER GAUNTLET
A variation of the revolving door theme, here you instead have a gauntlet on top of a revolving plattform. Again, timing is key.
Here it is all about pattern recognition, trying to align your run with the aliment of the plattforms.
Anoter variation, this time on the first section. Here you have a series of spinning platforms with laser grids obstructing the path.
Finally you get another aligment challenge, where you need to find the correct time to match you jump between the rotating plattforms.