Unreal Tournament Level

Victoria City

Unreal Tournament - Banner.jpg

Role: Level Designer

Genre: First-Person Shooter

Development Time: 5 Weeks (2018-19)

Tools: Unreal Engine 4

Team: 2
 

Contributions:

  • Level Design

  • Composition

About

Victoria City is a Symmetrical, Victorian Cyberpunk inspired level designed for Team Deathmatch, Capture The Flag and Payload Game Modes that rewards tactical and coordinated team play. 

 

Mechanics

Movement

Unreal Tournament - Dashing and Wallrunn
Unreal Tournament - Dashing and Wallrunn

Player can Dash Jump and Wall Run on Walls

Unreal Tournament - Gliding
Unreal Tournament - Gliding

Player Can Glide on the ground to fit into smaller gaps.

Unreal Tournament - Dashing and Wallrunn
Unreal Tournament - Dashing and Wallrunn

Player can Dash Jump and Wall Run on Walls

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The level's Dominant Feature is Movement where we wanted to reward players that have mastered these abilities. By analyzing the Metrics such as Run Speed and Jump Length i could design with them in mind. 

Weapons

Unreal Tournament - Missile Launcher
Unreal Tournament - Missile Launcher

Missile Launcher can Lock onto enemies, ideal for hunting down Flag Carriers

Unreal Tournament - Sniper Rifle
Unreal Tournament - Sniper Rifle

Sniper excels at long range

Unreal Tournament - Shock Rifle
Unreal Tournament - Shock Rifle

Shock Rifle can Flush out enemies behind cover by combining its both abilities

Unreal Tournament - Missile Launcher
Unreal Tournament - Missile Launcher

Missile Launcher can Lock onto enemies, ideal for hunting down Flag Carriers

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The weapons can each excel in different situations. By properly analyzing their different abilities I could design the levels with them in mind. 

 

Level Design

Summary

The level is Targeted for Mid / Hard-core Audience with experience of Team oriented First-Person Shooters. 

It was designed for Capture The Flag, Payload and Team Death Match Game Modes and play styles such as Snipers, Rushers, TacticiansCampers and is approachable for beginners with its open and simple layout

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





Different Key Areas of the Level
UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

UnrealTournament - FlagArea2 - 24Aug
UnrealTournament - FlagArea2 - 24Aug

UnrealTournament - Sniper Tower 1 - 24Au
UnrealTournament - Sniper Tower 1 - 24Au

UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

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High-Level Top-Down
Top_Down_WithLegend
Top_Down_WithLegend

MapLayout
MapLayout

Top_Down_WithLegend
Top_Down_WithLegend

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Key Areas

Spawn Area

UnrealTournament - Spawn Area
UnrealTournament - Spawn Area

UnrealTournament - Spawn Area
UnrealTournament - Spawn Area

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Overview


  • The Players spawn about 5 seconds from the Flag, this is to counter the Low Re-spawn Time the game has, so it's not too easy to defend the flag.




Supports Several Modes


  • Can easily be Modified into Team Death Match or Payload modes by adding Additional Doors at the Exits.




Catch-Up Mechanic


  • If the flag is taken, a Door above the spawn will open which can be used to get to the Flag Area much quicker.
  • Players also receive a Homing Seeking Missile Launcher which can lock on to Escaping Flag Carriers.




Negating Spawn Camping


  • Has Multiple ways out of the Spawn into the Flag Area to negate Camping.
  • Some paths give quicker route to Vantage Points or to the Main Side Path.





The Flag Area

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





UnrealTournament - Flag Area
UnrealTournament - Flag Area

UnrealTournament - Flag Area
UnrealTournament - Flag Area

1/1

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UnrealTournament - FlagArea1 - 21Dec
UnrealTournament - FlagArea1 - 21Dec

UnrealTournament - FlagArea1 - 7Jan
UnrealTournament - FlagArea1 - 7Jan

UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

UnrealTournament - FlagArea1 - 21Dec
UnrealTournament - FlagArea1 - 21Dec

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UnrealTournament - FlagArea2 - 21Dec
UnrealTournament - FlagArea2 - 21Dec

UnrealTournament - FlagArea2 - 7Jan
UnrealTournament - FlagArea2 - 7Jan

UnrealTournament - FlagArea2 - 24Aug
UnrealTournament - FlagArea2 - 24Aug

UnrealTournament - FlagArea2 - 21Dec
UnrealTournament - FlagArea2 - 21Dec

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The Sniper Tower

UnrealTournament - Sniper Tower
UnrealTournament - Sniper Tower

UnrealTournament - Sniper Tower
UnrealTournament - Sniper Tower

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UnrealTournament - Sniper Tower 2 - 24Au
UnrealTournament - Sniper Tower 2 - 24Au

UnrealTournament - Sniper Tower 2 - 24Au
UnrealTournament - Sniper Tower 2 - 24Au

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Finding Inspiration


  • I started off by researching other First-Person Shooters for inspirations, especially those that featured Capture The Flag Game Mode since that was the primary mode we where designing for.

  • I analyzed Spawns, Attack/Defend paths from Flag Areas, the time it took to reach the Flag from spawn etc. Inspirations can be seen on the Spawn, Sniper and Central Battle Areas.




Metrics & Components


  • Documented the Metrics of the game such as Run Speed, Jump Height and Size of the player.
  • Measured and documented the scales of existing maps and used them when designing my own since we had tested them with the class so I had a reference to how it was to play with that scale.
  • Listed the games Weapons and Components and what their features was so it was easy to look up and get an overview of everything I had to work with.




Analysis


  • In the middle of the course we got an assignment where we got to analyze a part of a level, i choose Watchpoint Gibraltar from Overwatch.
  • I identified several things they used to guide the player such as landmarks, pipes used as leading lines, lighting on the road and doors etc.
  • It can be Downloaded Here





The Shelter

Overview


  • The Players spawn about 5 seconds from the Flag, this is to counter the Low Re-spawn Time the game has, so it's not too easy to defend the flag.




Supports Several Modes


  • Can easily be Modified into Team Death Match or Payload modes by adding Additional Doors at the Exits.




Catch-Up Mechanic


  • If the flag is taken, a Door above the spawn will open which can be used to get to the Flag Area much quicker.
  • Players also receive a Homing Seeking Missile Launcher which can lock on to Escaping Flag Carriers.




Negating Spawn Camping


  • Has Multiple ways out of the Spawn into the Flag Area to negate Camping.
  • Some paths give quicker route to Vantage Points or to the Main Side Path.





UnrealTournament - Shelter
UnrealTournament - Shelter

UnrealTournament - Shelter
UnrealTournament - Shelter

1/1

The Main Side Path

UnrealTournament - Main Side Path
UnrealTournament - Main Side Path

UnrealTournament - Main Side Path
UnrealTournament - Main Side Path

1/1
UnrealTournament - Main Side Path - 21De
UnrealTournament - Main Side Path - 21De

UnrealTournament - Main Side Path - 7Jan
UnrealTournament - Main Side Path - 7Jan

UnrealTournament - Main Side Path - 24Au
UnrealTournament - Main Side Path - 24Au

UnrealTournament - Main Side Path - 21De
UnrealTournament - Main Side Path - 21De

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Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





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The Central Battle Area

When I started blocking out I did half of the level first ...


carefully and to save time.

  • Then duplicated it all under a parent which i put in a different folder, then mirrored it so the other side clicked exactly in the center and was an exact replica.
  • When updating the level I only did it for one side then re-did the process, and it worked for a long time since it was so light weight until the last weeks when the real art came in, so I saved a lot of time on that.





UnrealTournament - Central Battle Area
UnrealTournament - Central Battle Area

UnrealTournament - Central Battle Area
UnrealTournament - Central Battle Area

1/1
UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

UnrealTournament - Central Battle Area 3
UnrealTournament - Central Battle Area 3

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

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Ideation

Inspirations for the Theme

Art

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





UTournament - Cyberpunk Inspirations
UTournament - Cyberpunk Inspirations

UTournament - Victorian Inspirations
UTournament - Victorian Inspirations

UTournament - City Square Inspirations
UTournament - City Square Inspirations

UTournament - Cyberpunk Inspirations
UTournament - Cyberpunk Inspirations

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Inspirations for the Design
UTournament - Overwatch Gardens Spawn In
UTournament - Overwatch Gardens Spawn In

Inspirations for the Spawn and multiple ways out of it

UTournament - Overwatch Nepal Centre Ins
UTournament - Overwatch Nepal Centre Ins

Inspirations for the Centre

UTournament - Sniper Tower Insp 2
UTournament - Sniper Tower Insp 2

How you can use a window to lob grenades in. Having the sniper tower be weak to nearby teleporters.

UTournament - Overwatch Gardens Spawn In
UTournament - Overwatch Gardens Spawn In

Inspirations for the Spawn and multiple ways out of it

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Level Analysis - Overwatch - Watchpoint Gibraltar
Download Here
UTournament - Gibraltar 1
UTournament - Gibraltar 1

UTournament - Gibraltar 2
UTournament - Gibraltar 2

UTournament - Gibraltar 3
UTournament - Gibraltar 3

UTournament - Gibraltar 1
UTournament - Gibraltar 1

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Design Research

Finding Inspiration


  • I started off by researching other First-Person Shooters for inspirations, especially those that featured Capture The Flag Game Mode since that was the primary mode we where designing for.

  • I analyzed Spawns, Attack/Defend paths from Flag Areas, the time it took to reach the Flag from spawn etc. Inspirations can be seen on the Spawn, Sniper and Central Battle Areas.




Metrics & Components


  • Documented the Metrics of the game such as Run Speed, Jump Height and Size of the player.
  • Measured and documented the scales of existing maps and used them when designing my own since we had tested them with the class so I had a reference to how it was to play with that scale.
  • Listed the games Weapons and Components and what their features was so it was easy to look up and get an overview of everything I had to work with.




Analysis


  • In the middle of the course we got an assignment where we got to analyze a part of a level, i choose Watchpoint Gibraltar from Overwatch.
  • I identified several things they used to guide the player such as landmarks, pipes used as leading lines, lighting on the road and doors etc.
  • It can be Downloaded Here





High-Level Sketch

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





All of the White Board Sketches of the Different Areas
MapLayout
MapLayout

The several different sketches I made of the level. It was to big to make in one white board so had to make several

Spawn Point
Spawn Point

Sewer Underground Level
Sewer Underground Level

MapLayout
MapLayout

The several different sketches I made of the level. It was to big to make in one white board so had to make several

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Early Block-Out of Areas

White Box

When I started blocking out I did half of the level first ...


carefully and to save time.

  • Then duplicated it all under a parent which i put in a different folder, then mirrored it so the other side clicked exactly in the center and was an exact replica.
  • When updating the level I only did it for one side then re-did the process, and it worked for a long time since it was so light weight until the last weeks when the real art came in, so I saved a lot of time on that.





UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

The initial block out where i made half of the level.

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

Second Iteration where I duplicated the half

UnrealTournament - Main Side Path - 7Jan
UnrealTournament - Main Side Path - 7Jan

Second Iteration where I duplicated the half

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

The initial block out where i made half of the level.

1/4

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