A research-led development project studying the impact of different lighting models on player navigation decisions in a 3D FPS environment.
Carried out at the University of Portsmouth in 2010 and supervised by Dr. Dan Pinchbeck.
For the purposes of my final year undergraduate dissertation in 2010, I required a bespoke single-player FPS experience that I could manipulate in certain ways in order to test the impact of doing so on players' decision making processes. Specifically, I was interested in the impact that different types of lighting had on how players chose to navigate in a 3D FPS environment.
This map utilises the Old Skool Monsta Toolz add-on which ports across the enemy meshes and AI routines from the original Unreal, allowing me to craft a fully single-player campaign-style level.
The map, OSM-Geothermal, comes in 3 flavours. The 'Base Map' provides a 'flat' lighting model that is not designed to encourage players to navigate in any particular fashion. The map variants 'Research-A' and 'Research-B' have lighting models designed to draw players through the non-linear level in particular ways.
The results of the study are available via my website for those interested, at www.flux-digital.co.uk.
The map doesn´t show in the list after everything was extracted in its folders.
EDIT: Map names are Base level and Research A and Research B. My wrong.