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!