UEFN : TACTICAL LEVEL DESIGN

OVERVIEW

Intention.

  • A map designed for 3v3, small enough so enemies are easy to find.

  • A long mid-lane to create a fast choke point.

  • A middle area located underneath the map.

Benchmark

First of all, we benchmarked 3 of the most iconic maps from COD: Black Ops 2. 

Before starting our own layout, we drew simple lines on these 3 maps to understand the connections between each zone and the balancing (symmetry/asymmetry) of the map.

Layout

  • A map designed for 3v3, small enough so enemies are easy to find.

  • A long mid-lane to create a fast choke point.

  • A middle area located underneath the map.

We started a little bit to big, that why we chose to cut the two sides of the map and get the first version out of this to test the metrics in the engine

Blocking

First try of the metrics in the engine

First attempt at verticality, adding walls and defining level dressing.

Playtests showed the mid was too large, lacking cover and alternative access.

Final in-engine layout with set dressing and cover added.

Final Layout

Final Result

The long line in the middle

The mid that is lower than the rest of the map

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