DM- SpaceMall is a community level that was a solo project .This level was build for a Death Match in Unreal Tournament.
Unreal Tournament is a first person arena shooter and in the game mode death match players play free for all. The one with the most kills wins
Multiplayer Map
Level
Designer
University
project
DM-SPACEMALL
Project Role
Level designer
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Conducted research for the creation of a Death match map in unreal tournament
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Creatring a blockout for a multiplayer unreal tournament meap4
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Created a level design document that entails in depth information
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Design player experience and balancing based on playtesting
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Modelled level design ingredients in Blender
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Created a QA plan for every weekly build
Design Pillars
Fast traversal
Movement flow
Verticality
Leashing
Final iteration
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Each area has atleast 2 entries/exit points for the player to explore and use to his advantage.
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The level is metricized that supports the fast travel pillar
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The level has been playtested biweekly and iterated from the playtesting data.
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There are elements that leash the player, such as the middle tower, waterfall, lighting and named of the spaces.
Research
MOodboard
Link to Board >
Level Planning
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Researched unreal tournament by playing other Death match maps to get to know the mechanics of the game
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Analyze how players made use of the mechanics and the spaces of other maps
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Build a shooting area space in gym level for understanding weapons and their ranges for weapons placement.
Playtesting
Iteration
Balanced weapon placement
First, I wanted for the players to scavenge for weapons and ammo meaning I would put the Spawn point in a really random point but it would take them too long to find a weapon to start with so that frustrated them. Then I moved the most of the weapons to be in the rooms which they also they didn’t seem to work that well since they would only use the rooms to get a weapon and never come back so ,I decided to put some spawn points right in from of the weapon and pickups such as health vials to guide them in a certain direction. In the latest version the players would use the rooms to take cover for enemies attack
Balanced Player spawns
In the lasts 2 iterations I had removed two whole buildings with 2
rooms and I used to spawn the players in the rooms but since this removal
I had 4 rooms where player could be spawned and I needed 8 locations for a relatively safe
spanning. So I decided to make 4 players spawn outside the rooms (inner ring) and added covers such as pillars and plants in the inner ring to give each player a fair chance. the other 4 spawned in the rooms. The ones in the room take a bit longer to get to a weapons ( placed on the exit of the room) giving the ones with less cover time to get to a safe spot to prepare for an encounter.
Level Design DOcument
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Created a level design document that contains , nodemap iterations , design pillars etc
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Scenes breakdown explaining changes
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Encounter breakdown and player objectives
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Photographic references showcase
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