Arena Shooter - Level Design

Overview

This is a short project where I looks at popular arena shooter maps from games such as Counter Strike: Global Offensive and Valorant to get a good idea of what is good in these levels and the key land marks and gameplay features to design my own level within the same genre.

Drawing out the design

First Iteration

The first iteration of the level was drawn out from scratch keeping the key aspects of gameplay in mind and laying those out first. These key features include the objective sites and the spawn locations for each team. After these were down different entry points from sites could begin to form which would also include different choke points to change the flow of gameplay and shift who has the advantage.

Second Iteration

The second iteration was formed after meshing and building of the level had begun and different problem points and key flaws began to show up. These could range from there not being a lot of space in corridors to an entire area of the map being completely open and being too risky to ever play around.

Analysis

After the core structure of the level was finalised I took the final map and began to analyse it just like a Counter Strike of Valorant Map. I decided that 3/4 entrances to the objectives would be enough for the defenders to comfortably cover but also allowed the attackers a good amount of options to approach and space for team work across more than one angle.

Assets and Meshing

The purpose of this level was primarily focused around gameplay and how the level could and would be used and utilised by a player. Adding key assets such as walls to contain the level and internal walls to create walk ways and corridors to have different directions around the level. Then after all the walls and floors were in I could start adding some of the larger assets and maybe some additional walls in very large opens spaces.
When the larger assets were added the level began to really take shape and most of the gameplay, sight lines, entry points and choke points were now in the game. Now the level could have some more minor details added such as the barrels and boxes which can add a small amount to the gameplay but this could be avoided  with blocking volumes.
After all the smaller physical assets were added the foliage could be added to the inside of the map as well as large assets being placed outside the level along with trees to give the level a sense of atmosphere.

Asset Packs Used from epic games store:  Tropical Vegetation: Pandanus Plants, City of Brass: Environments, City of Brass: Props, Adventure Character.

Adjustments and Analysis

After the level was mostly complete a final walk through and play test could be done to see potential pain points or exploits of the map which would make a versus game type unfair. This was a chance to iron out all the game breaking features if there was any. I didn’t fund any myself but I am nothing compared to releasing a game to the public to find ways to break it.

Level Walk Around