This map is a work in progress and is not yet complete
Engine
Godot
Game Type:
First Person Shooter
Role
Level Designer
Team Size
1 (Solo Project)
Planning & Inspiration
I started this project off by playing Call of Duty Modern Warfare 3 (MW3), and understanding the basic mechanics and map design styles.
From this, I knew that I needed to implement types of environment that would encourage the following: gun mounting, both short and long lines of sight, a mix of open and enclosed areas, ways to break up lines of sight and cater to short, medium and long range combat.
I started to look at potential locations for the setting of the map (as this will change the feel and potential size of the map).
I ended up setting on a run-down coal transport trainline, in an ex-soviet setting. In this, I wanted the feeling of a run-down but still functional train depot.
I made a first sketch of the overall placements of buildings and train lines within the level (to the right).
When making this design, I aimed for a mix of long-range areas and short ranged areas scattered throughout the map, using the trains to break up lines of sight and to to allow for entry and exit to different levels of buildings.
Initial Development
I started by making a size/scale for the player's height, single and double door height and width, and 1 meter, half a meter, cover and step heights.
I then started adding the rough locations of the building placements within the map, based on the sketch above and my scale, and connected the rail lines between areas, to get a better feeling for space.
Next, I built the shells of one of the buildings (train dock 1), adding a 1st draft interior, trying to give the player ample cover and adding verticality (such as a walkway going above the train tracks).
I learnt how to lead a team of multiple disciplines while keeping the project on track.
Throughout the project I gained experience designing and iterating on the level using feedback and playtesting results to refine the flow of the overall game.
Working with other disciplines taught me a deeper understanding of what each role with the game design pipeline does and from this is made my communication skills with those departments stronger.