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Unreal Tournament:

Stasis

WindowPS.png

Project Introduction

This project was a redesign of a previous interation of the map, for use as a multiplayer capture the flag map.

I wanted to design a map which allowed me to work on the following areas:

  • Verticality

  • Team Multiplayer

  • Symmetry

  • Multiple Underground and Overhead Paths

  • Within a sci-fi setting 

ObsPS.png

This project allowed me to look at FPS game balance from a holistic level design perspective, with the level being designed for symmetrical verticality.

 

The high ground areas provide an advantage to defending teams, whilst the four primary chokepoints funnel the majority of attacking players into several small areas.

spawnPS.png

These chokepoints are balanced by two high ground vents, which allow attacking players to drop down behind the defending players located on high ground areas.

 

 The design of the level during playtesting showed long drawn out back-and-fourth aggression between both teams, with a low score count, as the majority of teams won only with a 1-0 or 2-1 score.

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