
TF2 - Adonis coast (koh)
A 3rd Year project for Level Design module
Time scale - December - January 3rd, February 13th - March 20th 2023
Role: Level Designer
Software used:
Photoshop
Excel
Premier Pro
Microsoft Forms
Hammer
Overview:
This project expanded my knowledge on multiplayer theory.
From learning about how symmetry is used for balance in multiplayer, to map flow and class routes, as well as the importance of pre-designed chokepoints.
In addition, it expanded my capabilities and confidence in adapting to new engines.
The overall idea was inspired by Cathedral Cave in New Zealand, as I wanted the capture point to also be the visual focal point, where light cascades down upon the players, for a more tangible sense of progression and reward upon its capture.
In addition, an interconnected cave system allowed for the added tension of crumbling pillars, tight corners and height variety.