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Multiplayer
Level Design

Project Brief

This module focused on designing and creating a balanced team fortress 2 level using the Hammer editor. Conducting research on existing team fortress 2 maps to understand the level design conventions and principles of the game. Carried out user testing throughout the module, making changes from feedback to ensure a balanced level.

Project Details

  • Genre: First Person Shooter

  • Platform: PC

  • Duration: 8 Weeks

  • Team Size: 1

  • Engine: Hammer Engine

Showcase Video

Map Overview

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Structure

  • One main route from spawn leading to capture point, designed for straightforward access from classes such as, soldier, demo, heavy, medic and pyro.

  • Two flanking routes, designed to counter chokepoints and provide alternative routes to point, used by classes such as, spies and scouts.

  • Two sniper nests with sightlines on capture zone which are elevated to provide a high advantage.

  • Props used under the bridge to act as cover and break up sightlines.

Flow

  • Routes are short and little travel distance to provide constant engagement on the capture point.

  • Health and ammo pickups encourage repositioning.

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Range Combat

  • Different ranges of combat will encourage specific classes e.g. the top and bottom routes encourage scouts and spies.

  • Short range combat is ideal for pyro.

  • Long range combat is viable for snipers, there is cover to make them less dominant.

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Elevation

  • Elevated areas giving players a height advantage and providing a better sightline onto capture point.

  • Flanking routes allow for spies and scouts to access the high ground making snipers more vulnerable.

  • Engineers can create teleporters to provide faster positioning for snipers, demo and soldiers.

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Chokepoints

  • There are a couple chokepoints with the map which focus on hold the point from the attacking team.

  • To counter the chokepoints are flanks which provide a weakness to the choke.

  • Once point is captured, players are playing with half the map which is asymmetrical, therefore may not be balanced, flanks help the attacking team.

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Conflict Points

  • These are highlighted using red circles, and the size shows how much conflict will be happening, bigger the circle the more conflicts.

  • Main focal point for combat is within capture point.

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Primary Path

  • Middle route straightforward path to capture point, easy for new players to find point.

  • Lots of cover to support classes such as heavy's reaching the point.

  • Alternative routes used to flank and surprise enemy team.

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Upper Flank

  • This path most likely used when attacking the point being defending by enemy team, used by scouts and spies.

  • Flanks any enemies using a chokepoint.

  • Path can be used to rush the enemy half and catch any snipers off guard.

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Lower Flank

  • Lots of branching paths to regroup with teammates.

  • Enters point at a different side, possibility to ambush enemies defending from another path.

  • Can roam further into enemy half.

  • Path appeals to scout, spies and possible soldier because there are a lot of walls and the ability to regroup with the team quickly.

Points of Interest

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Gameplay Elements

  •  Capture point

           - Positioned in the centre of the map

           - Easily accessible from all classes

           - Provides cover from opposing side

  •  Health and Ammo Pickups

           - Positioned on flanking routes

           - Around capture point to help sustain ongoing fights

           - Not placed near spawn to avoid spawn camping

  •  Spawn Room

           - Respawn room visualizer to create one-way doors

           - Multiple exits to avoid camping

Zoning Tables

  • I created these tables to help see where classes were strong and weak within areas of the map.

  • I made a new table for every playtest to provide a visual understanding of how iterations affected each classes.

  • Used these tables to make future improvements and balance areas.

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Visual Development

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Affordance

  • Decals are used to tell the player where pickups spawn, also used props

  • This is useful during playtests because the test only lasts one round

  • Coloured signs help guide the player to the point or any specific points of interests, they also are coloured to help the player determine when abouts on the map they are, again this is useful to help memorise the map during playtests.

  • Different textures on each side of the map, sticking with the tf2 style.

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Badlands Map Research

  • Research TF2 maps gave me an understanding on their design conventions

  • Timed how long it takes to reach point, giving an idea on the size of map

  • Looked at other games to expand my genre knowledge further

Symmetry

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Spawns and Capture point

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Routes

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Times to reach point

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Cover

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Sightlines

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Ammo and Health pickups

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Chokepoints

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