Unreal Tournament 1v1 Map


This map was created for the 1 vs 1 Death Match game mode in Unreal Tournament using Unreal Engine 4.

The goal was to create a competitive map that used a symmetrical design to ensure both players have a fair shot against their opponent. The map made use of all the verbs the player has access to in Unreal Tournament by providing multiple ways of traversing and engaging in battle so as to keep the gameplay flow going while also encouraging the use of long-ranged weapons such as sniper rifles.

Platform/Engine:
PC/UE 4

Genre:
First-Person Shooter

My Roles:
Level Designer

Responsibilities

  • Create a Level Design Document describing the level and create the layout plan for it.

  • Whitebox the level and take it to the final version, including set dressing and Lighting pass.

Level Features

  • Symmetrical Rooms that encourage long-range weapons

  • Emphasis on movement and preserving momentum

  • Distinct features within each room designed to support player orientation

Design Challenges

  • My goal with this map was to provide a concise symmetrical layout that allowed for a fair game but was easy enough to navigate. To avoid having players not be able to locate themselves quickly, I included noticeable differences inside some rooms through the use of props, as well as the use of lighting to color-coded each side as blue and red.

  • While one of the main goals was to support long-ranged weapons, I wanted to promote a more aggressive playstyle by ensuring all rooms had multiple entry and exit points that allowed constant movement, and no place was completely safe. In addition, most rooms have openings designed for bold and creative shortcuts.

  • The placement of weapons, armor and other items took into consideration player starting positions, ensuring that players are never too far from a weapon, while the most powerful weapon was placed in the most vulnerable place and powerful items such as Invisibility were hidden, also in a vulnerable location. Sniper Rifles were placed in positions that allowed for their immediate use to promote the level's main focus.

  • Most rooms were designed to allow multiple ways of traversing it depending on the player's skill. Health Packs and Armor were used to lead the player to those more advanced sections to encourage their use.