Last year, I spent a couple of weeks working on a map for Unturned called Graveyard. It isn’t finished, and I don’t plan on releasing it, but I recently came across it again and thought it’d be fun to share some highlights of the work I did. Lots of images past the break.
I played a bunch of Unturned last year, and one thing I noticed was that maps tended to be extremely dense, with abundant resources and plenty of spots to hide. Generally speaking, popular maps use a forest setting and have rivers/oceans to navigate, using bridges as chokepoints. Graveyard has none of those things. It’s gigantic, and very flat.
An explicit goal of mine was to make it hard to navigate. Players with satellite imagery would have huge advantages over those without; there are few roads, and it is very easy to get lost in the (bumpy, barely-navigable) wastes. Additionally, a heavy fog rises from the lowlands at night, which totally flips the gameplay dynamic – during the day, players can see each other coming from far away, but at night, even with a height advantage, constant vigilance is required to prevent PvP incursions.
I ended up dropping the project – the devkit is quite primitive and has very little documentation, so using any of the advanced functions is an exercise in frustration. However, it was valuable as a project to flex my environmental storytelling skills, and I’d love to work on something like this again.
This is a setpiece that I’m particularly proud of.
A deep valley runs along the eastern edge of the map, and… it appears that the wind has uncovered something.
He might’ve gotten a little too much sun.
This secluded spot has an abundance of resources, but with those hills around, it’d be easy for someone to sneak up on you.
This is another spot where resources can be found… but it’s very exposed.
The one place apparently untouched by the blight is Sefton, a town that sits in the centre of a misty basin. Where is everyone, though?
This part of the map is built out of pebbles. Literally, it’s just three or four pebble models, upsized massively and used creatively.
Installation 03 (Shelter)
Installation 04 (Outpost)
Installation 05 (Communications)
Installation 06 (Military Base)
Installation 07 (Vault)