"Collapsed" - Modern Warfare 4 Mock Multiplayer Map Blockout
Tools Used: Unreal Engine 4, Maya
Made: Sept. 19 - Sept. 26,2018
Download Here: https://drive.google.com/open?id=1sppmIPeqO8OEUk7UtY9FZ7jTRIimgsZo
Map Details:
Game: Call of Duty 4 - Modern Warfare
Level Type: Multiplayer
Map Name: Collapsed
Map Location: Outskirts of Mosul, Iraq
Made: Sept. 19 - Sept. 26,2018
Download Here: https://drive.google.com/open?id=1sppmIPeqO8OEUk7UtY9FZ7jTRIimgsZo
Map Details:
Game: Call of Duty 4 - Modern Warfare
Level Type: Multiplayer
Map Name: Collapsed
Map Location: Outskirts of Mosul, Iraq
Map's Design Goals:
I wanted a map that supported various play-styles and encouraged team work to control a condensed, exposed center lane. Through elevation, terrain, and interior designs, I aimed to create a map that encouraged a push-forward flow, while offering key vantage points that were flank-able and encouraged movement throughout the map.
Below is a quick walk-thru of the map:
I wanted a map that supported various play-styles and encouraged team work to control a condensed, exposed center lane. Through elevation, terrain, and interior designs, I aimed to create a map that encouraged a push-forward flow, while offering key vantage points that were flank-able and encouraged movement throughout the map.
Below is a quick walk-thru of the map:
How The Map Plays:
Collapsed is an asymmetrical map with symmetrical elements to ensure balanced game spaces and lines of sight for both teams across multiple game modes. It has a circular flow where the center of the map is in the middle of a blown-up building from bombings. It’s designed to push players forward and centralize core combat in and around the center lane.
As the map’s center is designed to be a “hamburger hill-style” game space, especially for the Domination game mode, I designed the center to allow fluid movement around the two key vantage points through to neighboring lanes. The center has several pieces of broken debris that breaks up the center lane and limits the angles at which threats can come from at once. These are crucial cover positions for advancements through the center.
One of the vantage points in the center has a tilted collapsed wall that acts as a giant ramp from the center to the opening at the top. Because of the tilted wall players can traverse on, I called this Pyramid vantage point. The parallel vantage point is called Windows because of its traditional window design (images below). As Modern Warfare has a very quick time-to-kill, it was crucial these 2 vantage points were balanced and not an over-powered position for campers.
Area Design Breakdowns:
Pyramid’s vantage points are more vertical while Window’s vantage points are horizontally spread-out. This design balances the two sites from each other while differentiating the two to support different play-styles in and around them.
The design of the 2 vantage point interiors encourage movement to successfully control the center. Both vantage points are accessible from the outer lanes and make players inside fairly exposed. This makes the vantage points more ideal for short term power-plays than fortified sniper nests. This is to encourage flanking and dynamic movement around the center lane as players utilize different parts of the map throughout a match.
Pyramid’s vantage points are more vertical while Window’s vantage points are horizontally spread-out. This design balances the two sites from each other while differentiating the two to support different play-styles in and around them.
The design of the 2 vantage point interiors encourage movement to successfully control the center. Both vantage points are accessible from the outer lanes and make players inside fairly exposed. This makes the vantage points more ideal for short term power-plays than fortified sniper nests. This is to encourage flanking and dynamic movement around the center lane as players utilize different parts of the map throughout a match.
The center’s exposed design puts an emphasis on the outer lanes as crucial routes to get behind enemies and infiltrate their positions. The outer lanes support different play-styles in their layouts. The Ditch Side has more open terrain space. With some rooftops, elevated platforms, and a mounted turret on the bridge (marked in red on 2D layout), Ditch Side is better at supporting long-range play-styles.
However, as there are tighter spaces mixed with the openness, players with a run-and-gun/assault classes can use the Ditch to get through the area.
The Shack Side offers a more condensed, linear lane where SMG and close-quartered combat is better suited. However, each team has a 2nd story vantage point overlooking this small lane, so speedy flankers can be stopped before getting too close.
Each team’s spawn area also has simple 2-story structures that offer sights into specific parts of the surrounding area. Like the center vantage points, these structures are designed to be balanced so flanking players can disrupt campers overstaying their welcome. Since all players have access to lethal grenades and equipment in this game, having these vantage points be in open, condensed spaces allows a well-placed grenade or flash bang to be very effective for breaching players. I tried to discourage corner camping in most areas by placing corners in exposed areas, or easy-to-clear places.
Each team’s spawn area also has simple 2-story structures that offer sights into specific parts of the surrounding area. Like the center vantage points, these structures are designed to be balanced so flanking players can disrupt campers overstaying their welcome. Since all players have access to lethal grenades and equipment in this game, having these vantage points be in open, condensed spaces allows a well-placed grenade or flash bang to be very effective for breaching players. I tried to discourage corner camping in most areas by placing corners in exposed areas, or easy-to-clear places.
How Spawning Works:
Based on Call of Duty: MW’s spawn system where players will usually not spawn in areas where enemies are too close or have direct eyes on where the player would spawn, I gave each team a balanced team side where players could respawn safely.
I designed each team’s side (Parking Lot and Marketplace) to be along a wide road, allowing for a balanced open space. I placed various vehicles and structures along the roads to counter spawn trapping. I gave each team a walled-off area, offering isolated areas for safer spawning and flanking opportunities.
Based on Call of Duty: MW’s spawn system where players will usually not spawn in areas where enemies are too close or have direct eyes on where the player would spawn, I gave each team a balanced team side where players could respawn safely.
I designed each team’s side (Parking Lot and Marketplace) to be along a wide road, allowing for a balanced open space. I placed various vehicles and structures along the roads to counter spawn trapping. I gave each team a walled-off area, offering isolated areas for safer spawning and flanking opportunities.
Challenges:
Creating/adjusting map designs without being able to properly test them. As this was a mock-level design for Modern Warfare in Unreal Engine, I couldn't get people to test the map in a live match. The only feedback I got was having people walk around the map and giving feedback about how they would play the map and about lines of sight, navigation options, scaling, etc.
I mainly went with my gut, PvP philosophies, and knowledge about Modern Warfare's gameplay to create a Mock multiplayer map that is ideally balanced, competitive, and fun to play on. Overall, would have loved to take this map further as it offers a variety of ways to play and combat others, especially with Modern Warfare's mechanics.
Creating/adjusting map designs without being able to properly test them. As this was a mock-level design for Modern Warfare in Unreal Engine, I couldn't get people to test the map in a live match. The only feedback I got was having people walk around the map and giving feedback about how they would play the map and about lines of sight, navigation options, scaling, etc.
I mainly went with my gut, PvP philosophies, and knowledge about Modern Warfare's gameplay to create a Mock multiplayer map that is ideally balanced, competitive, and fun to play on. Overall, would have loved to take this map further as it offers a variety of ways to play and combat others, especially with Modern Warfare's mechanics.