
ANWR Drilling
Engine: Unreal Tournament
Genre: Capture the Flag
Design Goals: Create a satisfying multiplayer experience set in a visually stunning space.
Design Overview
"ANWR Drilling" is a 4 v 4 capture the flag map for Unreal Tournament. It was my first complete level design project taken from planning to construction, iteration and finally polishing. I had virtually no multiplayer experience at the time, making the project a particular challenge. For my first multiplayer map I wanted to focus on making a tight, vertically interesting play space. The map is divided symmetrically in half with two distinct vertical tiers. The ground level is an open courtyard with long sight lines and scattered cover while the upper floor is comprised of narrow hallways and platforms.

Design Process

I wanted to encourage constant changes in elevation with players jumping or falling from one floor to the next. This is best demonstrated in the flag room. From the easiest point of entry, it's a straight shot for players to grab the flag and then leap through the open window to the courtyard below. Conversely, if a player enters from the window, they are presented with two options. More conservative players can to run across to the sky bridge, while those with more advanced movement skills can slide through an open grate and drop to the first floor. While the first option preserves the player's elevation, the second leads to a dramatic shift.
Sky-Bridge
The Sky-Bridge runs above the courtyard and connects both flag rooms. It also serves as an aesthetic transitional space with players moving back and forth between bright industrial interiors and dark, more natural exteriors. The high contrast draws players forward and makes the flag runner's journey more dramatic. Not only are they presented with visual variety, the narrow, enclosed bridge can lead to dangerous encounters with the opposing team.



Courtyard
The courtyard is the open middle ground between both bases. It affords a direct path between both flags but offers little cover. To make this more dangerous rout more attractive to players, I added a U-Damage pickup in the center of the courtyard.
While the map takes place at dusk with a very dark sky, the outdoor areas are kept bright enough for navigation through the placement of guiding lights and a semi-reflective ground material. To help enforce the aesthetic of a post rainstorm environment, the ground is muddy, puddles of water have collected beneath overhangs and dirty footprints mark the transition from the natural outdoor to sterile interior areas.


Post Mortem
What Went Well
Designing for an unfamiliar game: Although I had never played multiplayer capture the flag before this project, I was able to put forth a well designed map that satisfied long term players.
Learning a new engine: This was my first time working in Unreal.
Creating satisfying flow: The verticality of the map was the greatest contributor to satisfying flow in the map.
What Went Wrong
Late aesthetic implementation: While I had a strong vision for the map's aesthetics at the beginning of the development cycle, the lighting and materials were not implemented until most of the gameplay testing had been completed.
Inadequate conveyance for jump pads: In both bases the jump pad connecting the two floors is partially hidden behind a pillar. Although lighting and sound were used to convey its position, adding extra indications would have helped players navigate the space more effectively.
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What Would Be Better
Consistent playtesting schedule: While I did conduct many playtesting sessions, having them spaced more consistently would have allowed for earlier feedback on map changes.
Gameplay focused visuals: Many of the level's visuals were chosen based on personal aesthetic taste. A more thorough consideration of gameplay needs would have produced a more balanced player experience.