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The Fallen Fortress

The Fallen Fortress is a  level grey box based on Unreal Tournament (a free Multi-player FPS game with its own map editor).

download the map here ↓

https://drive.google.com/file/d/1dKmNm8xymRqQIV499e7l-wP-fKHEdnwC/view?usp=sharing

If you're interested you can download the game, then import the map into the game and you're ready for first-person multiplayer battles!



Level Showcase Video



Game Genre: CTF (capture the flag)

 That means you will join one of the red or blue teams and try to capture the other team's flag while preventing them from doing so.

The game will have basic weapons as well as access to more powerful weapons on the map.





About Level Design


Layout

First you can see In the map layout I play 'safe', 

An almost symmetrical design and multiple path options.



Unlike CS, which is designed to have a certain spot that is most critical to the matchup, I use the power weapon/Blue flag/Red flag as the key choke point, respectively.

So while players will still break out in fierce battles at these three points, based on the information received determine what the other side is trying to do. To get weapons/attack/defense?

This makes the battlefield situation dynamic, and also makes the battle style irregular because of the different players, in order to achieve a higher map replay rate.

(For more, please check the document at the bottom)




Iteration and Testing

  Sliding and Sprinting as an important feature of this game is the key to drawing the gap with other shooters, so I focused on how to make the
  pace overall more silky smooth in the testing of the adjustment iteration.

  So when players have mastered the game they will get a very smooth experience, but at the same time, this does not have too much impact on
  the balance of the shooting to ensure the experience of new players.




Distance and Height

  Secret tunnels are highly secure and most of the time can be silently completed to move and hide from the enemy.

  Snip Towers can ignore most cover and can block a wide range of areas.

  As the more extreme offensive and defensive positions have the longest time to reach the target location, this ensures that




Non-targeted crossfire points (Chok point).

  • The area in the middle is a multi-level building structure, the narrow site and multiple entrances make it dangerous, but the closer you get to it (while going deeper and higher) the greater the advantage you get, and once you control this area you will have a statistical advantage over the others to hunt. Especially the rocket launcher at the top.
  •   But also to come here is a tactical decision rather than the only optimal solution, because it is likely that you get weapons at the same time by the enemy sneak attack on the base.




Respawn location

  Two points of emphasis in the design here.

  • 1 Need to ensure that the player's respawn location is safe and has the opportunity to counterattack.
  • To achieve this I gave the respawning player three advantages: air windows to safely shoot outside the crouching players / master the timing of the opening of the main door / side platform with full cover
  • 2 Players cannot rely on this advantage to keep the opponent from scoring.
  • When players take advantage of being at their base they cannot stop their opponent from capturing their flag, and because of the short distance and the multiple road options, they actually have a greater advantage by choosing to take the initiative.



↓ Here's an album of some level design details, click to check!

Thanks for watching!

 check out my other work if you're interested, and you're certainly welcome to contact me, either if you're looking for a game designer or a friend!