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CTF - "Lost Castle"

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     Multiplayer capture the flag map designed for Unreal Tournament. Made by Unreal Tournament editor. 

    All the playable areas are covered by the landscape. Symmetry map for game balance.

Project description........

Video

Level Iteration

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Leve Iteration
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WB Version

Final Design

Design Goals

1. Make the map fully balanced for both teams using a symmetrical layout

​    Since the CTF map is made for two teams, the difficulty for either one of them should be the same. I designed the map to be symmetrical and curve everything with terrain tools. I used bsp meshes and some materials from UT editor to build the castle layout.

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Design Goals

​2. Paths are easy to navigate, with diverse weapons and supplies

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​    There are three ways for players to exit the main flag room. With the flexibility, player and AI 's movements in the map will be more unpredictable and create more engaging gameplay moments to navigate in the map. While I build the level, I also consider the verticality and think about some important spots that might be suitable for certain weapons.

3. Winter and castle theme

    The level is in a winter theme with some snow particle effects. All the buildings are made of stone or wooden materials to enhance the old castle theme. The playable space is surrounded by big stone and mountains to make the environment looks more natural.

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Postmortem

  • What Went Well:  

    • Making the map in scope and finish each milestone on time

    • Playtesting and gather faculty feedback

  • What I Learned:

    • Player's sightline is important for a FPS game map.

    • Cover placement is critical to the gaming experience.

    • Making all the paths straightforward is important for AI to navigate strategically.

  • What Went Wrong:  

    • Make symmetry map with terrain tool is pretty time consuming

Postmortem
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