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Multyplayer Level design

I made one map using the old Hammer editor to make a Team fortress 2 map.  

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Video Flythrough of 
level 

 

Me running around the map where I show 

some bots running around as well. 

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Map overview

Map Overview

First iteration

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Ground floor

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Scale 2 square = 128 hammer units

First floor

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This the first iteration of the map. In this map I tried to change it, so the wide areas have more close-range engagements than the other two maps. In the map like nucleus that is done quite well so I was trying to do something like that because it allows scout, pyro spy to really shine in those areas. Snipers can use the window in the centre and the sniper tower to kill people from the control point if they can get on of the tower.

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The corridors at the outside of the area makes the map good for close range engagements because players can take different paths to take out the enemies People can get in the centre easily by taking two different paths as well. I think is the most balanced out of them all with good flanking, cover, and elevated area. The pickups are placed so they are not too close to the spawn areas and capture point.

Scale 2 square = 128 hammer units

Second iteration

Ground floor

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1 square =128 hammer units

First floor

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The right part of the map got removed so I instead added a ramp to add an elevated area, so it makes the map less flat. The new updated has a much more open area for players with a longer sightline to exploit.

 

The left side of the map got changed as well. I removed buildings to have more space, so it is less like cs2. Cs2 maps tend to have lot of covers and choke points.

1 square =128 hammer units

Third iteration

Ground floor

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First floor

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This is far different from the second iteration because the previous maps lacked things like player paths for all the classes. It was not balanced because pyro was too powerful the map favors the team too much which is not part of the design goals. This version has more player paths, it is not as close quarters as before because that is most people complained about, also it is more usable for classes like scout.

1 square =128 hammer units

1 square =128 hammer units

1 square =128 hammer units

Player paths

Ground floor

image.png

Scale 1 square =128 hammer units

First floor 

image.png

Scale 1 square =128 hammer units

These are general players’ paths that should lead to the capture for each class. There is a short, medium, and long path to allow all the classes to shine. It is a three-lane structure map to follow the three-lane structure.  One line will have a shorter sightline where classes with short range can shine, one lane is medium where classes like soldier can play well, where the long sightline is where sniper can contribute to the team for dynamic team composition.

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