Hurtworld - Town Events
A collection of levels I made for the Town Event System for Hurtworld.
The Town Event System involved a randomly selected “town” anywhere within the map being selected to run either an event where players had to capture and hold a point or an event where loot boxes would spawn at various locations within that town for a period of time.
The focus of these levels was ensuring that a variety of play styles were accounted for, allowing players with different strengths to have advantages at different towns. If a player felt they did well at a specific town they could set up a base near it and have an advantage every time it got selected for an event.
“Hurtworld is an indie multiplayer survival FPS that was developed in Melbourne, Australia by a small team and has now sold over a million copies on Steam alone”
Warehouse
This was the largest town made during development. It consisted of 3 playable stories, a tunnel system and a secret sewer entrance. It was made with the Loot Hunt game mode in mind, its large size allowing for multiple groups of players to be present within the town at once.
Solo players can successfully take part in loot hunt events by using the various routes and cover to remain undetected by larger groups. The roof has a large opening, allowing players with Helicopters to provide cover fire for their team mates.
I created a simple set of modular crates that provide more standardized cover and also double as climbable objects, allowing access to new areas within the town.
Loading Zone
This town was based around a more typical FPS map design as previous maps had a focus on movement skills and allowing under geared players a chance. This is a simpler design that requires good map knowledge, team communication and solid shooting.
The multiple entry points have various pros and cons depending on the current situation taking place within the town. Easily accessible entrances allow for quick and efficient entry, but generally exit into open areas with minimal cover, while safer exit points generally involve entry via vents or ladders as a trade-off.
A functional loading dock sits at the back entrance to one of the warehouses. We introduced a mechanic that allows players to load up a truck with rare items found inside certain towns. Players need to park a specific truck within a town and defend it while teammates carry items back to the truck.
Some initial scribbles
Outpost
This map was created before the Loot Hunt game mode was created and was entirely focused around the Capture The Point game mode upon creation.
Paths loop around, working their way to highest point, becoming increasingly more vulnerable the closer they get to the capture point. Once on top, players are given a small amount of cover to defend themselves.
Players can stay below and try to clear out the surrounding area before committing to climbing the tower, but if they are too hesitant they may find themselves missing their opportunity either through the event finishing, or another player managing to out maneuver or kill them.
Servo Wars
This is a large town with multiple converging zones, designed to accommodate players of all skill levels, play styles and gear levels. It’s themed around classic paintball and training grounds style maps and is more akin to a playground than a real life place.
Players are given multiple options to close the distance on players who may be wielding higher level weapons, allowing spears and bows a chance against pistols and assault rifles.
With multiple entry points and intertwining covered paths, players attempting to capture the point will need to be hyper vigilant of their surroundings as players with good map knowledge can appear from seemingly anywhere.
Bandit Wars
This town was designed around close quarters combat. Allowing skilled early game players with melee weapons a somewhat level playing field against mid game players with shotguns and SMG’s.
It consists of multiple interconnected interiors, creating a labyrinth of rooms and paths, heavily punishing players for missing skill jumps between buildings.
Players are incentivised to visit this town while no event is active and practice jumps and explore the level so they can find new routes and skill jumps.