VECT0R - Level Design
Level Design Guidelines
- Ample Vertical Spaces: Players should have multiple ways to move vertically
- No Sharp Corners: Avoidance of sharp corners accommodating high speeds
- Symmetrical Maps: Ensures balanced, competitive play
- Falling Off Edges: Players can be knocked or jump off map edges
Design Iterations
Step 01 — 1st Blockout
Map exceeded optimal size, delaying enemy encounters.
Step 02 — 2nd Blockout
Reduced scale but insufficient obstacles; players gravitated toward center.
Step 03 — 3rd Blockout

Introduced blockout metrics to refine scale.
Step 04 — Alpha
Refined layout with improved spatial flow.
Step 05 — Beta / Final
Brutalist architecture aesthetic with refined layout.
Lighting Rules