top of page

Level Designs

The Library Capture the Flag

Project type: Multiplayer Level Design              Tools Used: Photoshop, UDK, 3DS MAX 2012

Time Taken: 3 Weeks

 

Click on Image to Expand

​​

​  This is a capture the flag map I designed for Unreal. Before designing this map i played a few multiplayer first-person shooter games like Counter-Strike and Team Fortress 2 for research. I realised the most played maps on those games are the small maps that are basically a mirrored image for blue base and red base. This is because those maps are balanced and and easy for the players to learn how to navigate around.



 However I do not want to make a mirrored image map, as I wanted to break the mold. I decided to balance the map not horizontally but vertically. What I meant by this is to make one side on a high ground and the other on a lower ground. I have to make sure one side has an advantage attacking while the other has an advantage defending due to where their base is situated.



   In this case, the blue side has the advantage attacking as they are on high ground hence they can easily reach red base. However, they will have problem trying to get back to their base just like the red side will have a problem getting to their base. The red side will have an advantage defending their base as they can easily get to the blue flag bearer, and if they somehow managed to get to the blue flag they will be able to easily get back to their base.



   By doing so, i was able to make the map easy to learn and it is balanced. I play tested the map with 16 players and we had a great time playing it.

​Alien Space Station Engine Room

Project type: Level Design              Tools Used: Photoshop, UDK, 3DS MAX 2012
Time Taken: 3 Weeks

 

Click on Image to Expand

​​

​  This is a simple small map design, where the player's goal is to go from point A to B to activate a certain trigger. The design of the map is of a high tech alien scientific space station which has glossy and reflective surfaces with lots of monitors and buttons on the walls.



  All the textures of all the assets in this map is created using a single image of size 1024px by 512px, which I made full use of the 4 different channels to contain 4 different textures.

​Stranded on a Japanese Mountain

Project type: Level Design              Tools Used: Photoshop, UDK, 3DS MAX 2012

Time Taken: 3 Weeks

 

Click on Image to Expand

​​

​  This is a small map design, where the player is stranded in this mountain due to a land slide that blocked off the only exit. The player has to visit a few point of interest before he can proceed with the game. This map is based on a japanese themed fantasy

​

I used speed tree to create the sakura trees and painted the displacement map of the whole map using photoshop.

bottom of page