top of page
MW2019
Trailer
The Game
Download.png
Software used
Logo_Microsoft_PowerPoint_2013.png
Microsoft_Word_2013_logo.svg.png
formation-microsoft-office-visio-2-jours
unreal-engine-logo_edited.png
Unreal 5 (BSP + Blueprint)
Visio
Powerpoint
Word
Gameplay

Genre : Arcade multiplayer FPS

Developers : Alone

Time to do it : 3 weeks

General Informations
What I have done
  • Level Designer : 

    • Made the 2D/3D part of the game

    • Script some features

    • Put all the GPE  in the level

    • Test the level

    • Correct it

Image_1.PNG
Pitch of the map
Pitch

This map is called “Landing” and it proposes two layout. One layout is an intact city where the covers are pretty obvious and the corridor easy to hold. And the second layout is the same city after some bombs were landing on it. Giving some other opportunity, expand the corridor or some access become more complicate to reach.

It inspires from the call of duty’s map call "Strike Zone" where a nuke one land change completely the map. The only difference with my map and this one is, I don’t want to change too much the map in term of terrain. Because for me the negative point of Strike Zone was that the new terrain after the nuke erase completely the verticality and the advantage you can have from it. And It’s easy to spawnkill with this terrain

Avant_Après_Strike_Zone_1.PNG
Avant_Après_Strike_Zone_2.PNG
Intentions
  • Play with the verticality (Switch between the different floor levels quick enough)

  • Adapt the map for the close and the long range (huge straight line and tricky corner)

  • Offer some originality by having a changing layout during a game

  • Create enough landmarks/unique places for the player in order to know his accurate location

  • Offer different environments to the players 

  • Make it playable with all the GameModes

Intentions
Inspirations
Inspiration

My inspiration for the map was Paris for the verticality and the architecture of the map. And Amsterdam for the water side of the map and also the verticality.

And finally Strike zone for the mechanics of the map intact and destroy.

het-houten-huis-the-oldest-house-in-amsterdam-begijnhof-a-beautiful-B57YXH.jpg
amsterdam_store_interior_1.jpg
leonardo-2140596-LeonardoBoutiqueMuseumhotelAmsterdam_Terrace_1_O-786420.jpg
depositphotos_158490944-stock-photo-amsterdam-city-from-the-top.jpg
2j514kt.jpg
Amsterdam-flowers-bigstock-Amsterdam-City-Skyline-At-Cana-228660700-1024x683.jpg
Begijnhof-Amsterdam.jpg
Hermes-shop-in-shop-by-RDAI-01-780x520.png
2D map
2D Map

I create my layout by using the same codes than the Call of duty franchise. Three vertical corridors and three horizontal, a spot where you can see a huge part of the map and a middle which became a real battlefield by being open.

Flèche_Map_Corridor.png
Corridors
Flèche_Map_Middle_Spot.png
Spot

After I had wrote the codes of a call of duty map. I made the 2D Layout on Visio of the intact part.

I worked by splitting the map in different huge workshop.

MW2_Map_Layout_Intact.png

Once the map done I placed the different objectives and spawns from each main gamemode (SND, Hardpoint, Domination)

Spawn.PNG

For the destroy part, my will wants to change the different workshop without touching the global layout of it. So, finishing the 2D Layout of the intact part, give me a huge base.

MW2_Map_Layout_Destroyed.png
Blockout

After everything done on paper. I used Unreal Engine 5 during two weeks and a "FPS template" to make everything which must be done (colors code, 3D, implemnting the GPE...).

And after a few playtest, I corrected every wrong aspects and unclear workdshop through the map.

Then I made a LDD to explain every intentions around the workshop and how I worked on it.

Blockout
Position_C_Doc.png

In the document I explain where are the locations of the flags for example, because in the map there are not in the right place for a good experience of the map

Park_1.png

The document gives also more explication about the intentions from every place in the map.

Blueprint

For the main mechanics I used a template. But I also made a quick blueprint script to switch the map from intact to destroy by pressing N. I did this to give an opportunity for the playtester to switch the maps when he wants.

Blueprint
Bluepint_2.PNG
Bluepint_1.PNG
bottom of page