A medium-sized and massively vertical Deathmatch
arena! Will you fight inside the beautiful golden temple or maybe around
the twisting path that goes around it?
Genre: FPS Multiplayer
Engine: Unreal Tournament Editor
Language: Unreal Blueprints
Duration: 3 months
What did I do: Concept, 2D Layout, Blockout, Iteration process, Art Pass.
Unreal Tournament is a first-person arena shooter video game developed by Epic
Games. I decided to work on a custom map
to develop my multiplayer level design skills.
The original concept was to feature a dominant, huge temple
that stands from the centre of the map and a twisting
path that goes around it, from a wooden pier up to
the Temple's main entrance.
I took inspiration from different south-american ancient
civilizations such the Maya, Inca, and Aztec societies, and went
for the idea of a hidden citadel, similar to the one from
"The Road to El Dorado", for the setting.
During development I was lucky enough to have periodic feedback
reviews that resulted in constant iteration.
Apart from being a visual reference, the level started giving
almost no relevance to the Temple in terms of
gameplay, being the outside path the
protagonist instead.
A few playtests were enough to see that the action was too disperse this
way, and soon I realised the potential of hollowing the
temple and making it playable. Since then, I worked towards
reverting the initial priorities while keeping the original concept in
mind.
The video above shows how some of the main areas evolved over
time. I always looked for improving navigation, cutting out
superfluous spaces, and allowing for multiple approaches no matter
where you are. Overall making it a fun to play map.
Final Layout
A crucial issue to deal with since the beginning was to give
the lower areas the same importance as
the higher ones. After all, why would you want to be in the
lowground at all when there are so many easy options to be above your
enemies?
Establishing a item and weapon hierarchy helped, but also
making them generally safer and shorter that their higher
counterparts.
With this map I wanted to support all types of players (the sniper, the rusher,
the flanker...), and allow for all kinds of approaches and strategies, so the
weapons present in the level wa to decide. After trying different combinations,
I went for the ones listed below, which making sure there is not a dominant
playstyle or overpowered weapon for this level.
Finally, the top-down layout ended up like this, which has shown to be
quite balanced during playtest sessions:
Art pass
The level is pretty much in a blocking state (that was the
original intention) but still I think I managed to give it some life,
identity and an initial art direction through lightning,
materials, and some props.
Closing thoughts
Creating a medium-sized deathmatch level with such a variety of
spaces and heights has been quite a challenge, and brought
a whole new layer of complexity, as if designing for multiplayer
wasn't tricky already.
That said, the level is far from perfect, and there are certain zones I believe
could be simplified more a little bit. Part of the exercise, however,
was to know where to stop in order to meet the deadline, and for the
time given I'm quite happy with the result!
All in all, I've learned a lot of multiplayer level design with
this project and I'm eager to put this knowledge into a new
project soon!