This is a control point level in which the player’s goal is to capture a series of magical stones inside of skyscrapers on floating islands. Teams spawn on smaller islands off to the side of the map and must run inside to capture the control points. Scattered around are weapons, heals, vantage points, and various paths between the buildings to allow for a variety of playstyles.
This was an individual project created for my Level Design class. Throughout the semester, I iterated on a single design for a control point level in a team 3rd person shooter game. I would alternate between designing a level, getting feedback on the design, implementing the design in Unreal Engine, and testing the implemented level.
Below, I explain the several iterations this level went through over the course of the semester. However, if you just want to view the final level design document, click the link below.
My first design was very vertical. While it made sense in the context of a skyscraper, players ultimately found it maze-like and hard to move around it.
Comments from Testers:
"I really like the placement of weapons because it forces a risk to get them. I did find the interior confusing though and repeatedly found myself running back the way I came and getting turned around. I do really enjoy your use of cylinders as cover all over the map and liked how they were placed around objectives."
"It felt really well balanced. It is an interesting decision to have the control points SO separated, but I think it can work. I did feel like the weapon pickups should have been more frequent, and easier to get, because they just did not feel worth it, when considering the time to get a better gun."
"Quite enjoyable! Choke points are very difficult to get through if a team or player are waiting for you to turn the corner. I got lost in the map several times, so consider simplifying the map. Getting all the way upstairs is a challenge. Consider a jump pad (as elevator)? Fun times."
For my second iteration, I broke the large skyscraper up into 3 smaller skyscrapers on separate islands. I also connected them with bridges to make it easier for players to navigate between them. This design worked much better, although it still needed to be polished a bit. Testers often missed the two secondary control points and noted several issues with spawn camping.
Comments from Testers:
"I like the design of this map for the most part. I do notice that sometimes reds spawn over at blue’s side, and vice versa. Also some over spawn camping I notice happens sometimes, as the spawns are just so close to the middle. That being said, I do really like what you are going for with having 2 points being past the team spawns, meaning you have to go and sneak around the other team."
"While I eventually came to like the layout of the level, I was very lost at the beginning and couldn't find any control points as I would die before I could go anywhere. I really liked the teleporter near the points behind the spawns, it allowed for flanking and also mobility. I feel like the weapon pick-ups were a bit too out of the way, I never really had a reason to go for them over the control points."
"Good improvements! I like the tug of war on this map. The teleporter really increases the circulation speed, and the no-mans-lands between the center and each "team" control point are quite nice. Definitely enjoyable. Why are the jump pads above the floor on little step-up pads? Some of the walls could be a bit thicker, and catwalks wider, but as it is these pose some very entertaining risk situations for players. Good times!"
For my third iteration, I moved the spawn islands off to the side and up, so that players start in a vantage point and have to drop down to the level. I also decided to take on an extra credit assignment at this point, designing a full visual design document for my level and printing it out for a class critique. At this point, the level was mostly complete. Most of my feedback focused on lines of sight and limited the number of places players can shoot down at opponents from.
Comments from Testers:
"I really like how much the level teaches the player to focus on verticality. With the ample supply of high ground vantage points and the central control point being up one story, it really teaches the player to look up. The bounce pads are a little hard to reconcile for me. While they are a good way to move between floors, I found myself always preferring the stairs because while bouncing the player is completely defenseless, and whenever I would use them I would get sniped. Otherwise, I love the weapon placement. How shotguns are more common and encourage players to reach the high ground to get the more powerful rifle."
"Awesome map! You left a lot of good room for strategizing, movement opportunities, and dynamic combat scenarios, making each encounter feel relatively new every time. The only current critique I have is that it's currently a bit difficult to see enemies that're on the upper layers of the points. Also your sightlines are a bit long, especially along the center of your map. But other than those nitpicks, I really like it! Your theme and design are very interesting ^^"
"Now with the reduced melee, I found myself playing more of a shooting game! The jump pads need to be better aligned to the floor, but otherwise, this map is quite nice. While we need to fix the broken team spawn, that is not an issue of the map. I note that spawn points are exposed, leaving the invincibility frames as the only protection from a spawn camp. Consider putting additional cover, a roof, or such on the spawn points. I love being able to throw a grenade from center to one or the other control points. Well placed grenades on that central point are a good way to clear it before capture. With so many players, the play cycle is shortened, and respawn time has more pressure. Great fun!"
For my final iteration, I relplaced some walls with glass to improve sightlines from the floor and created several floating crystals to limit the power of snipers without changing the sighlines from vantage points. However, the main focus of this iteration was decoration. I found free assets on Fab that fit the theme I wanted and used them to give my map the magical feel I intended from the beginning.
Comments from Testers:
"This was tons of fun! The aesthetic style is super cute and whimsical, I love it! It wasn't the direction I was expecting you to take for the map, but I think it fits very well. The gameplay is lots of fun too, as usual, although the trees now block certain sightlines, which can be interesting in some cases, but I found it a little frustrating when trying to jump down from the spawn location and not being able to fully see where I was landing. I ended up falling off a few times because of this, but that might just be a skill issue. Overall, though, this turned out really nicely!"
"Ah! Joyous whimsy on the planet earth! The trees! The bushes! The waterfalls! Mwah!! Everywhere I looked I found a new visual treat; your attention to detail is amazing! Design-wise, I'd say that your map struggles heavily from the mixed spawn points, unfortunately, although that's not a fault of yours. It's also very easy to jump people on points A and C (camp out in a corner and grenade them on entry) but, honestly, that's part of the fun... Your center point is wonderfully balanced, and you captured the vibe you were going for perfectly! Great job!"
"This map! So good! Very nicely done. I love how balanced the map is! BLUE was even with us until I reminded RED to stay focused on the control points. I LOVE the environmental treatment. The map has lots of fun colors and crystals and brings a really nice happy vibe to a happy arena shooter game. So happy! Great job!"