Compete in a round of CTF on Tree Stump Turf. Infiltrate the enemy base using one of the many routes and attempt to escape with the enemy flag.

Status

Complete, Not shipped

Role

Game & Level Designer, Artist

Software

Unreal Engine 4, Maya, Mudbox, Substance Painter

Treestump Turf

Process

Research

I started by researching the metrics of Unreal Tournament and deconstructing maps that inspired the type playstyle and strategies I wanted to employ on this map. I made a rough sketch of one half of the map since I knew I wanted it to be symmetrical and began grey-boxing. During this process I was paying attention to sightlines, verticality and scale.

The base had to be open enough that attackers would feel confident enough to play aggressively while not leaving defenders feeling helpless. Snipers could not see into each others nests but have enough visibility to shoot at attackers. Balancing the flexibility of the encounters is a careful and iterative.

Greybox

concepting a playable version of the map allowed me to spot imbalances early. Players were using the side paths too frequently and never engaging across the middle. This flaw made the map feel empty and devoid of action.

Making the side routes a one way endeavor encouraged the attackers to push while funneling them towards the center on the way back. This ensured players never felt left out and the thrill was always present

Iteration

After analyzing the feedback, I made adjustments to the map until all the issues have been addressed

  • I made the base more accessible, there are now a total of seven entry points as opposed to three

  • Blocked off the sides of the map to funnel players towards the center

  • Added cover, power-ups, health pick-ups and armor to the map

  • Rearranged weapon spawn positions and weapon spawn types

  • Made the sniper less viable by blocking off specific sight-lines, the sniper is now used as it was originally intended

Before/After

Playtesting

I tested the map and received feedback on the map balance and encounter design:

  • Players rarely went down the middle of the map

  • Players exclusively went in a straight line from one side of the map to the other along the maps borders

  • It took too long for players to get back into the action after spawning

  • Not enough health pickups were placed to help support attackers

  • The sniper was too powerful

  • The base was impenetrable!