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TF2 - Adonis coast (koh)

A 3rd Year project for Level Design module

Time scale -  December - January 3rd, February 13th - March 20th 2023

White Brick Wall

Level walkthrough

Level Doc

Responsibilities:

-Research multiplayer game theory

-Create an LDD

-Iterate level design, make a variety

of diagrams

-Playtest and iterate based off feedback

-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.

Reflection:

There are lots of things I would do differently next time, for example, carefully considering if the layout can be transferred to the artistic vision, before fully solidifying the idea.

Due to the sharpness in shapes, the rocky environment didn't work as well as I'd hoped, and could have benefit from leaning into the urban aesthetic more. 

However, rather than focusing on remaining time arting up the layout, solidifying and refining design choices would have been better.

There are some uncomfortable ramps, sightline changes to be made and pick up placement which could be bettered.

Next time, if I were to make a map in a new engine, I would consider learning time, and test the limitations more. As well as changing artistic vision if it enabled better design decisions.

Role: Level Designer

Software used:

Photoshop

Excel

Premier Pro

Microsoft Forms

Hammer

Images:

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