6V6 MULTIPLAYER MAP - RADIANT
ROLE
Level Designer, Lead Designer, Environmental Artist
DESCRIPTION
In this newest project, my main focus was to do something I have not done before. That being making a multiplayer map based on a 6v6 mode. When it came to making this map there were several challenges that needed to be solved such as, the size of the map, setting and how it fits into the world. Most importantly the flow of the map. Was it balanced, was one side at the advantage? Below I want to share my thoughts and process of making this map.
YEAR
2024
GENRE
First Person Shooter,
PLATFORM
PC
ENGINE
CALL OF DUTY BLACK OPS 3: RADIANT MOD TOOLS


Level Design Process
When it comes to creating a map like this, setting a foundation and boundaries was the utmost priority when blocking out this map. When it came to creating this map, I wanted to focus on balanced gameplay, while also flowing well with movement and decisions of the player. As you can see above, that is the first iteration of the block out of the map which I called "Radiant Rush". My map is based on a military outpost, I try to make maps based on how it would fit in the Call of Duty universe.
To the right is the same locations of the pictures taken above, but with assets and some major changes to the map. For example, the shipping crate in the first blockout, turned into a rectangular building with computers, a huge shift however still trying to make it fit on what would be in a outpost. All though I focus on making the map balanced, I do not want to make it symmetrical. Making minor changes to each side gives it a different look from each side without making one side advantageous without changing much of the flow. As well as implementing assets with clipping and placing them with a purpose and not just randomly placing each asset for no reason.

LEVEL DESIGN
Minimap Version 1.0





Many mistakes were made when this map was conceived. Such as the roof, all though I was right that there was restricted space on the roof to make it so players have to be near the edge to snipe. The important note was that the wall had to be player height for them to climb up and snipe, however as a drawback get fired upon by others that see them. Along with trying to fill in space but make it more realistic and fit I had some trouble coming up with what to fill it with. But after doing some research and looking at previous work I was able to solve that issue. Overall the map is not too big, however it is also not symmetrical to give the players movement a purpose and feel different without being major.