top of page

Battle of Dunwalsh

Fallout 4

Project Overview

"Battle of Dunwalsh" is a single-player mod for Fallout 4 in which the player, the Sole Survivor, is asked to help the town of Dunwalsh take down a group of raiders. The quest was designed to showcase Fallout's combat mechanics while prioritizing stealth and long-range builds.

Engine:                            Fallout 4 - Creation kit

Platform:                         PC

Development Time:      7 - 8 Weeks (150+ hours)  

Playtime:                         8 - 12 minutes

Design Goals

Long Range Combat

Encouraging a long range playstyle through large open environments.

Exterior Enviornment

Creating a space set entirely outdoors while still creating a straightforward level.

Design Goal 1 - Long Range Combat

To take advantage of the exterior environment, I decided it would be best to design around long range combat as I knew that the outdoor area would allow for long sightlines and unique enemy placement making it good for long range builds.

The first area, "the Battlefield", is designed to introduce the player to the long-range combat. It's a cover shooter inspired area with medium and tall covers spaced around to allow the player to start playing their way. Though as the level progresses the sightlines become longer and the cover is more spaced out, enforcing the long-range playstyle.

The second area, "Rooftops" also adds new challenges. While the player can start stationary, the walls blocking their sightlines and the more spaced out enemies force the player to move from building to building in order to take out the enemies. To allow for the longer range and stealth routes, a 2nd floor was added to the first 3 buildings to give the player's more choices.

The "Outpost" was designed to test what the player has learned. The area has 3 entrances; the main entrance in which the player must fight enemies head one, a ground path to the left that has more cover allowing the player to sneak, and the final upper path which is designed for sniper builds to take out enemies from afar though has the least amount of cover.

Each area is designed to provide the player with unique challenges and oppurtunites to make for unique combat. By doing this it forces players to adapt and creating more interesting combat scenarios.

Design Goal 2 - Exterior Environment

In order to make the level feel big while having a linear route I decided to base my level off a war town city in order to allow for open areas while still blocking off certain areas.

I found that framing the entrance to the next area and using leading lines were the most effective ways of conveying the intended route. Along with showing this at the start, The Battlefield, also served to teach the player about the level layout.

For the "Rooftops", the walkways served as useful tools for progression and leading the player from one building to the next.

For the "Outpost", has multiple entrances so it was good to have each framed in different ways to hint towards the intended playstyle.

Development Process

Designing the map

I knew from the beginning that I was going to have 3 major combat scenarios: the Battlefield, Rooftops, and then the final outpost. Wanting to do something different from "Trouble at Hardlock", I decided to have the level take place in a war torn city which allowed for easy adjustments later on.

The player starts close to their final objective, though because it is blocked off they have to take the longer route in order to get there. This provided justification for the player to take the intended route, while also providing a shortcut once the player has completed the final objective.

While the main flow remained unchanged, a lot of minor changes were made to create more engaging combat scenarios. The Battlefield entrance is now a hallway so that the player would be funneled into a larger area. Early builds had Ghouls in cages which you could set free and attack other enemies, though I found it added little to the overall gameplay and cut it out. The final change was to the Rooftops which now had more verticality for some of the buildings so the player had more long range opportunities.

A major adjustment was sightlines being to open for the player to exploit. While the level designed around long range combat, the long sightlines allowed the player to take out more enemies from the entrance of an areas. Adding in tall cover forced the player to move during long combat scenarios and added more cover options in the level.

Post Mortem

What Went Well

Balancing the environment 

From the beginning I made very little adjustments to the cover as there were enough far off sightlines that allowed for long ranged combat, but also plenty of medium to tall cover for enemies to weave through and still allow for multiple playstyles.

Balancing the enemies

The level has a healthy mix of short, medium, and long range enemies. This made for a scenario that allows the player to keep their distance but prevents them from camping.

What Went Wrong

Letting playtesters adjust my design

I got numerous playtest that suggested I placed weapons to accommodate for their own playstyle, rather then committing to the one I designed for from the beginning. For future playtest I'm going to evaluate what my design goals are.

​

What I Learned

Creating an unfamiliar scenario

I'm not typically a ranged player, so the initial documentation was daunting as I had to design around a playstyle I didn't really know. After doing research and getting advice from my piers I was able to come up a well design structure and it paid off.

Gallery

20230709210251_1.jpg
bottom of page