This is a layout sketch of the game Vermintide, more specifically the map called ‘Horn of Magnus’. Since this game has a very similar setting and looks to what action priest could be, I decided to do this 2D layout which will not only help me but give a much more in-depth idea of how this map was structured and how Action Priest could take advice from this. I didn't do the full level as just playing through it takes awhile, and I only sketched what was necessary to get the levels layout idea.
I labelled hotkeys to show even more design rather than just the layout, things like where interiors are, treasure is and even where multi-layered platforms are (showing how you can walk above or underneath, potentially giving you new routes).
From initial appearance, you can tell this level throughout has been made unevenly, with the Victorian era in mind, how everything was handmade and simply nothing was the exact same. Also throughout the map rather than just blockage everything with buildings, they leave a lot open, or potential paths, but block them off with fences or carriages, so you cant go that way but it makes the world feel less linear.
Speaking of linearity, the layout has been very well made, more noticeably in the second and third areas. Looking at them in 2D, there is a clear main path, with a start and end, but the middle has a few other ways to reach the end, giving a more open feel to the level, and although a lot tend to do this, this map does it very well with the addition to different levels to these paths, and how this enhances how many choices you have in the area.
Overall this game has obviously been developed by a much larger group, with individuals focusing on very specific areas, but viewing this has given me ideas of what environmental prop assets I can make for modularity and help diversify the game into not just being a bunch of buildings.