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2V2 GUNFIGHT MAPS - RADIANT

ROLE

Level Designer, Lead Designer

DESCRIPTION

These personal projects were made through two day periods which focused on challenging myself to create maps in a short amount of time, along with getting comfortable and learning with Radiant. Each map has to fit a certain criteria to be placed in the map pool in MW2. Through the usage of the mechanics such as the ledge grab, and the overall game flow pertaining to gunplay of MW2. 

YEAR

2022

GENRE

First Person Shooter, 

PLATFORM

PC

ENGINE

CALL OF DUTY BLACK OPS 3: RADIANT MOD TOOLS

LEVEL DESIGN

Level Design Process

With each map comes planning. Before the map is blocked out, research must be done and organizing in Trello was a must in creating these maps. These maps had rules, it has to be playable for 2v2 Gunfight. The second, it has to fit to the gameplay of MW2 such as the game flow mainly the gunplay, and making use of the new ledge mechanic. Lastly, it had to be fair and balanced without making it feel symmetrical. The next step afterwards was sketching the lanes and a mini map, with revisions and editing if it does not fit the criteria. Then the blockout stage begins, this was the primary focus since as a level designer their job is to layout the foundations of the level and making sure it flows well, and then it is handed off to the artists.

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OIL RIG

Oil Rig was the first map that was made outside of the two day period. It instead took 6 to 7 days to plan out and develop it, since this was the first time the engine was used. Although it took longer than the other maps, it laid the foundation of my understanding of Radiant and aspired me to learn more of the engine. Along with learning the engine, planning out the lanes of the map and creating minimap was also important to see the gameflow and the mechanics of the map. 

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BOMBARDMENT

Bombardment was the second map that was created, but the first to follow the guidelines. It was created in two days and was a huge improvement compared to Oil Rig. The main focus of this map was making it more simple. A central hub was planned to fit the goal of simplicity. Each player could fight for control of the hub without making it complex. It added a way for players to explore the bottom and the inside. It also included player dynamics such as ramps instead of one way inside the hub. Lastly the most important feature was the asymmetry of the map without giving one side too much power.  When making Bombardment lessons that were learned was accessing a backup file, taking QA, setting up basic lighting, the entity list and settings. Improvements that could have been made, was that it could have been more creative, since Oil Rig utilized the building in the middle. Along with issues of lighting and creativity.

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COLD-BLOODED

Cold-Blooded was the most recent gunfight map that was created.  The main focus of Cold Blooded was making it more challenging and doing something different. When it came to this map, the main philosophy was more of open field gameplay instead of a central hub. The main deciding factor that the players would use is out maneuvering and tactics instead of fighting for control for a certain part of the map. Some challenges that were faced in development was the size of the map, to see if it were appropriate in 2v2. Along with making sure no side has a massive advantage. Collisions were also a challenge because at the time I did not interact with collisions and only used basic shapes. With the additions of models, knowledge of making collisions with the brush tool was a must. I learned how to properly add collisions and making a habit of using the clip brush tool. Including the use of height advantages without using stairs or ramps. Making new shapes using new tools in my arsenal. This map was the most fun for me to plan and develop since it was an open field.

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