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Alien Base

Level Layout and Design Documentation

Published: July 2024

Genre: Turn Based Tactical Strategy

Programs Used: Dungeon Draft, Unreal Engine 5, XCOM 2 Tactical Quick Launch, XCOM 2 SDK

Overview: 

For this project, I wanted to analyze level design for Tactical Strategy games and develop a better understanding of Procedural Level Design. I researched the development of XCOM 2 and utilized both the XCOM 2 Tactical Quick Launch System and Software Development Kit to study and test designs. This map was designed following the Plot and Parcel System used in XCOM 2, specifically the War of the Chosen version of the game. The intention was to facilitate replayability and allow multiple mission styles to fit within the design.

I am currently in the process of blocking this out in Unreal Engine. I am also learning to Mod XCOM 2 using the SDK so I can create a playable version of this mission within the game.

Gameplay Layout

(Grid ON, Tree tops OFF, Cover ON)

1st Floor

Legend.png

Verticality and Multiple Floors

(Grid ON, Cover ON, Tree Tops OFF)

Plot and Parcel Layout

(Grid ON, Objects Hidden, Parcel Shown, Spawns marked)

Legend2.png

PRE PRODUCTION

References

  • This mission is set in a Wilderness Plot type with a Temperate Biome. These plots typically facilitate larger more complex missions. I also felt this environment captured the remote theme of the secret base while also showing how much of the world has been abandoned since the invasion. Cover placement in XCOM often feels very natural, especially covers found in natural settings. I wanted to capture this in my design as well.

2.png

Research

  • While researching for this project I referenced the 2018 GDC talk by Brian Hess to learn about the Plot and Parcel design used in XCOM 2. I also read a few articles about the  Level Design of XCOM 2. Accessing the Software Development Kit (SDK) and Tactical Quick Launch Menu allowed me to test and study the layout types and learn more about the Plot and Parcel system. My next step is to familiarize myself with the SDK systems to create a custom map based on my designs.

Analysis

  • The SDK allowed me to take a closer look at cover placement and various parcel designs. I used the Tactical Quick Launch Menu to analyze how the procedural systems worked as well as which mission types fit best in the various environments. I was also able to study the scale and layouts of Plots.

Level Design Documentation

Goals​​

  • Develop a Level Design using the Plot and Parcel system to allow for procedurally generated content.

  • Modify mission objectives and map layout to facilitate more stealth gameplay.​

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Solutions

  • Procedural Designs - This map layout is designed to allow for multiple objective and player spawn locations.  

  • Objective modifications - While stealth is often encouraged in XCOM 2 there aren't many, if any missions where it is required. To facilitate more use of the concealment ability I designed this map with some modifications in mind. If XCOM units leave concealment before extracting data the data will be destroyed immediately and all enemy units will be alerted to their position. Enemy patrol routes and plot paths are designed to allow multiple routes to the objective without breaking concealment. 

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Mission Breakdown

  • Objective: Data Extraction (modified)

    • Reach and extract the Advent Data without breaking concealment. Breaking Concealment will result in the immediate destruction of the data and all units being alerted to the XCOM unit's presence. Upon successful data extraction, additional enemy units will be called in. One XCOM soldier will hold the Advent Data, proceed to the Evac zone, and extract the data carrier to complete the mission.

  • Map​​​​​

    • Plot type - Large

    • Environment - Wilderness Plot with Temperate Biome.

      • These maps are often larger than other plot types and allow for more complex mission types and multiple paths to reach the objective.​​​​​

      • The size of the Plot and the number of Parcels increase replayability allowing for a larger variation in Parcels upon replay. Objective and Player starts can also vary significantly.

  • Completion Time

    • 30-45 minutes​

    • Due to map size and the additional challenge of requiring players to maintain concealment the completion time will be slightly longer than other mission types such as VIP extraction and Avdvent Retaliation. However, there are no time-limited mechanics in the level allowing players to take as long as they need to succeed in the mission.

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Metrics

  • ​Plot and Parcel designs​

    • Parcel sizes -  Small 16x16, Medium 16x32, Large 32x32.

    • Layout makeup - 3 Small and 2 Medium Parcels.

    • Plot size - 48L x 96H

    • To increase the level of variation I chose to pair Small and Medium parcels in place of a single Large one.​

  • Scale Metrics

    • Story height - 4 m (maximum of 3 stories)​

    • Full cover - 2 m

    • Half cover - 1 m​​​​​

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