Level design: assymetrical layout with a focus on architecture notions
1st pers. shooter
Capture the flag
6 vs 6 players
Spawn to intel room
and back: 45 sec
- Map type: capture the flag
- Apply architectural concepts
- Create an asymmetrical layout
- Create custom building models
- Create a map imitating a Western village
- Propose winding and uninterrupted paths
- Getting used to the Hammer editor
- Balancing the layout for all classes
- Adapt the sketchUp concept in the editor
KABOOMTOWN was a long process and a good challenge in which I learned so much. My main intention was to design this map by focusing on the methodology of the 6 PILLARS OF LEVEL DESIGN (Introduction, Framing, Guidance, Rhythm, Balancing, Blue print) especially the aspects of balancing and framing.
I wanted to bring RED and BLU together to fight in a classic cowboy movie set, while respecting the TF2 aesthetic. To achieve this, I challenged myself to custom model typical buildings such as: house, saloon, shed, bank, funeral home, motel, etc..
LAYOUT - I built the layout with branches connected to a central road, configuring the RED and BLU territories with conventional choke point and blood bath. There are a minimum of 3 possible routes to the enemy Intel for each team. These are winding and smooth paths that don't require steep detours, offering a smooth run.
PILLARS - The 6 Pillars of Level Design methodology is a powerful and proven approach: Intro - rhythm - balancing - framing - guidance - blueprint are the central elements guiding my work method. These guidelines allow me to produce relevant and also malleable design elements.
TRANSPOSITION - The meticulous pre-production of this project took into account several architectural aspects: territories, sectors, visual landmarks, layout. It was a good challenge to transpose the preliminary SketchUp map to the Hammer editor. The original metrics and dimensions were readjusted to reach the final desired format.