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Ben Nichols Game/Level Designer

Multiplayer Blockout

Goal:

To create a Call of Duty inspired multiplayer map that focuses around the domination game mode. 

Project Breakdown

  • 2 Weeks 

  • Unreal Engine 5

  • Blockout

  • Marketplace Assets used

    • Blockout Tools plugin

    • Modelling Tools plugin

    •  Advanced Locomotion System V4

Overview

2D layout.png
Legend.png

Level Focuses

Elevation

A key focus for the project was to create an map that takes advantage of different elevations to influence how the level is played. 

One of the main landmarks/points of focus in the  level is the underground sections, which offer players  unique encounters.  

Line of Sights

One of the main features with any good FPS multiplayer map is to have good lines of site that will support multiple playstyles e.g. Snipers, close quarter combat etc.

 

To combat this I iteratively went through the level changing up the amount of cover and where player encounters would be. 

Line of sights many.png

Pathways 

There is multiple ways for players to navigate the level and with the focus being on elevation there is a lot of freedom when it comes to vertical navigation.

I wanted the level to feel as free flowing as possible which is achieved by players always having multiple pathways that they can take. 

Level Development

Spacing

The main change made to the level was changing it's  overall size. The level ended up being a lot smaller then originally planned, as having a smaller environment allowed each section of the level to have more character and cut away a lot of dead space.  

References.png

References

Call Of Duty had a big influence on this level and a lot of the references were taken from the MW2 map Highrise. I was mostly looking at how these levels play and how they are constructed to offer the players the optimal FPS experience (e.g. cover placement, landmarks, POFs (Points of Focus))

I took a lot of references from storage/shipping areas looking into things such as what equipment would be laying around and what type of buildings they'd have there etc.

Summary 

Thoughts:

Very pleased with how the level turned out, it offers players multiple methods of navigation and supports all types of playstyles. It embraces the domination game mode and the layout results in many unique encounters throughout the level. 

Improvements:

  • Would add in more varying means of cover aside from boxes and shipping containers

  • Potentially adding zip wires and ladders to offer even more means of navigation and help to keep up the pacing of the game.

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