
TF2 - Adonis coast (koh)
A 3rd Year project for Level Design module
Time scale - December - January 3rd, February 13th - March 20th 2023

Level walkthrough
Level Doc
Responsibilities:
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Research multiplayer game theory
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Create an LDD
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Iterate level design, make a variety
of diagrams
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Playtest and iterate based off feedback
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Create a fully playable Team Fortress 2 King of the Hill Level
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.
Images:









Reflection:
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Next time I would validate the planned layout supports the intended art style before solidifying the design, to avoid sinking extra, unnecessary development time adapting visuals later
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Lean further into an urban aesthetic (it would have helped with the limited timeline). The rocky environment that encased the more urban shapes, needed additional time to learn how to aesthetically achieve. The over angular rocks often didn't contrast enough with the urban shapes.
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Prioritise refining gameplay and level design over polishing visuals when time is limited
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Improve level flow by addressing awkward ramps, refining sightlines and optimise pick up placement
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When using a new engine, account for learning time and testing its limitations early, to better plan the project timeline and scope more effectively.
Role: Level Designer
Software used:
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Photoshop
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Excel
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Premier Pro
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Microsoft Forms
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Hammer