“Paradise Resort” | Cyberpunk 2077

Open-Ended Combat Project

Project Overview

“The Paradise” is a soon-to-be-finished, all-expense resort located just outside of Night City. The Paradise is divided into 3 unique areas: Residential, Marketplace, and the Garden. You play as V, tasked with taking out a high-profile top Arasaka executive who is overseeing the progress made on the development. Due to the significance of this visit, however, security has drastically increased throughout the entire resort.

Asset Packs Used

  • First Person Shooter Kit - Kelint

  • Rock Environment Pack - PixelForgeESP

  • Gold Fish - Karolina Renkiewicz

Level Playthrough

Level Gallery

Top-Down Map

This Level Blockout is a unique Cyberpunk 2077 POI. An arasaka resort named “The Paradise”. The first area, the Residential Area, has grassy rooftops and tight, enclosed spaces. The second area, the Marketplace, offers a large open combat area with much more drastic changes in elevation. The Final area, the Zen Gardens, is still under construction and as a result has 2 asymmetrical sides, making for a unique boss arena.

Combat Spaces

This initial combat spaces has several approaches towards its initial open area. Upper pathways tend to be safer from detection and can provide vantage points while allowing for better positioning as well.

This space maintains verticality from the first combat arena; it is constructed so that players who have sunk points into traversal abilities benefit from it more, as it allows them to leap off the center structure. For the ground floor, there are still large cover structures.

This space grants access to the Marketplace. While the combat in this arena has less verticality, it does have some larger-scale cover via a fountain and a golf cart to kite enemies and hide from gunfire

This is one of the larger combat spaces in the level with a large open first floor and long, stretching catwalk. The catwalk is accessible from a central construction structure, an overlook via a set of stairs, and hidden ladder for players prioritizing stealth.

The final combat space is for the boss encounter. This area is split into 2 large segments with 2 bridges connecting them as well as small rocks in the water. There are two tall structures on each side to circle around and avoid helicopter fire while also avoiding enemies along the ground. Ammo crates are located in areas with high-engagement in order to increase the sense of risk/reward.

Iteration

This level was iterated on many times, often with entire sections having to be cut off or replaced for the better. After many revisions, the level now has a clearer flow while still maintaining an open-ended design.

old

New

The new version of the level is a bit more condensed with a much more obvious distinction between pathways and combat areas. Combat areas also have more realistic cover fire with larger, centralized structures.

Blueprints


BP_HelicopterBoss:

Boss fight. Utilizes existing enemy architecture from the asset pack and snaps it to a spline path that exists in the level.


BP_Turrets:
The most difficult part of the helicopter boss. These turrets perform a line trace on the player and do damage that works with the existing FPS kit architecture. Also spawns in vfx and rotates the turret mesh toward the player.

BP_EnemySpawnManager:

Spawns enemies into the level at designated spawn pucks (BP_SpawnPucks). Has a parameterized max enemy count and will always ensure that the number of enemies in the encounter is equal to that number. When an enemy dies, another enemy is spawned to take its place.

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FPS Level Blockout | Resident Evil