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Level Design : Multiplayer

DESCRIPTION

Here are examples of multiplayer levels I have designed.

YEAR

2024-2025

Counter Strike 2

Map Design for a 5v5 and 16v16 FPS map of medium size.

 

When designing, I focused on adding multiple routes to sites and areas the players could play around. For Counter Strike, this meant space leading up to conflict areas to allow for set ups and cover.

I continuously play tested when designing this map, as angles and sightlines are extremely important in ensuring fair map sides. My goal was to have areas that required longer sight lines compared to other sections of the map that were close-quarters.

Iterative Process:

Weapon Range Considerations:

Team Fortress 2

Screenshot 2024-12-09 231706.png

Map Design for a 6v6 and 12v12 FPS map of small-medium size.

The focus of this map design was to look at the types of weapons Team Fortress 2 characters have, and create a balanced map where all 9 characters can be utilised. 

For this, I analysed sight line lengths with intended gun ranges to create a mix of areas that suited all weapons, and therefore all characters.

Map Design Considerations for Weapon Types:

Fortnite Creative

Level Design of a 12v3 Large (Fortnite) Prop Hunt Map using Fortnite's Prop-O-Matic.

When designing this level, I started with a visual theme first. As the meshes where already implemented in the game, it made sense to design around existing content in game. I decided on a Sakura/Japanese theme as I saw little of this when conducting research.

From here, I looked at prop hunt maps to design 4 different areas.

The Maze focuses on player movement mechanics, with routes only smal props can fit in and more open floor space allowing for chases.

The Town looks at players hiding accuracy, with prop placement all having meaning. Players in this area are required to hide well using local prop meshes to blend in.

The Forest offers a cycle of hide-and-seek gameplay, with hunters shooting at every prop due to the chaotic nature of prop placements. The large trees offer natural cover to players who have jsut been found to quickly re-morph and find a new spot to hide. It tests hunters tracking abilities and hiders quick thinking.

The Temple/Courtyard is the 'messy' area. Props are scattered everywhere, allowing new or younger players to hide here and blend in easily. However, because this area requires the lowest skill level to hide in, it attracts a lot of attention and is the most popular to explore first by hunters.

Range of Design Plans:

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