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The Gauntlet: Arctic

The Gauntlet: Arctic

The Gauntlet Arctic is a personnal project made on the Source Game Alien Swarm: Reactive Drop. The idea was to present a new game mode based on the new survival mechanics added by the developers in 2022. So we created a small map in the form of an arena where players' squads must fight against hordes of aliens to survive as long as possible. As the goal of this project was mainly to script a new game mode with a system of horde gradually rising in difficulty, the layout of the map remained very simple yet effective so that I focus on scripting.

Game: Alien Swarm
Engine: Source Engine
Roles: Level Design - Scripting - Level Art - Sound Design

OBJECTIVES

• Creating a new survival game mode for Alien Swarm Reactive Drop

• Make the map as polish as possible, with new visual and voice line for the game

• Integrate the map in the lore of the game

• Make the project as open as possible to let the other mapper reuse what we've created

Playthrough

Design and scripting of the new game mode

This project was centered around proposing a new survival game mod to the Alien Swarm community. This game mode was mainly inspired by the zombie game mode of the call of duty series. Comme dans ces jeux, le joueur évolue avec ses coéquipiers dans une carte ou des hordes d'Alien de plus en plus nombreuses et puissantes viennent les attaquers. Plus les joueurs éliminent des aliens, plus il gagne des points pour le leaderboard mondiale. To create variations in rhythm, mega waves arrive on a spot basis. These waves of more robust and more dangerous alien to create rise in tension. To continue surviving against the alien hordes, players must take control of an ammunition station spread across the map. These are regularly replenished, but players must work as a team to unlock them and access the crates of ammunition.

To create these different systems I based on the logic system directly integrate with Hammer, the level editor of the source. I created a system that automatically manages the spawns of aliens throughout the entire game by splitting the map into 4 regions with each of the trigger systems connected to alien spawns close to players. The ammos station system is set up on precise timers to better manage the overall balance of the game and ensure that the stations are operational for players at key moments. I also integrated a very simple pause system in the spawn of aliens to give time-out to the player by lowering the tensions.

Ammo station in-game.

Scripting element in-game.

Ammo station in-engine.

Map Layout

The layout of the map is very simple in its design. Square shaped, the map is divided into 4 zones: The starting zone, ammo station 01, laboratory and ammo station 02. Each area is either open to allow the player to move and dodge more easily the hordes, with the risk of being in a more open area where he can be attacked from anywhere, or closed with easier control of the movements of hordes that arrive in narrow spaces only, but more restrictive movements and a risk of being trapped. Each zone has a strategic point that can be easily defended. Corridors connect each strategic point to form a set of islands. When the horde starts to invade their location, players must move from island to island to survive.

Layout of the map.

Spawn area in-game.

Level Art & Narration

In this project I also had to realize the level art part myself. I had the advantage of being able to control the visual level to better indicate important elements with the visuals. Working with my friend Thomas, I was also able to integrate a narrative aspect into the character of the Gauntlet Master. The dialogue lines were a great help in adding depth to the map and passing information to players more efficiently.

Visuals made by Larry Lebon.