Encounter Maps: Large, open-world areas for extraction shooter gameplay.
Shootout: Fast-paced deathmatch map for ~10 players.
Elimination: Which was my favorite to design for - compact arenas built for more tactical gameplay in 5v5 matches.
I was tasked to take over and finish already existing WIP maps such as Eikevjen.
The map was functional but lacked variety. All that was presented were fortified settlements and empty fields.
I introduced smaller themes across different areas, such as:
Hidden Exit: A secretive exit behind a waterfall.
Desolated Cult Farm: A haunting, quiet area with more dense environmental storytelling.
Refugee Camp
Hay Maze: Marking the center of the map.
I also had to differentiate the map from the rest of the repertoire. All the existing maps have strong and unique landmarks which define them. Such as the dam or wrecked ship.
Instead of adding yet another big thing I tried to reverse it by adding something small all over the place. That’s where the idea of mannequins came from.
"Really falling in love Eikevjen a-lot. It’s basically a lethal paintball field. So much variety, & So Much Fun!!! Very easy to adjust play style based on load-out too!" - Reddit User
Supporting variety of playstyles was one of my two main goals. The second was to increase readability of the space by:
- Highlighting possible paths at any given moment.
- Making covers more clean and the floor clutter-free for better contrast
These fairly small arenas were my favorite projects. They required a lot of balance between creative freedom and constraints of the original landscape. Every little detail had a great effect on how the arena was played.
On each map I always had to marry multiple of different influences.
- Potential of the initial location in which the arena is situated.
- My own intentions which direct the flow and gameplay possibilities within the space.
- Lastly there was always an issue of asymmetry in the shape of the arena which has to be balanced by symmetry in opportunities.
Mayren - Elimination Map
Here the initial influence was very clear. Two unique buildings facing each other just begs to be used as starting positions for each team.
Even though the layout seems symmetrical, each building has completely different strengths:
Yellow Building: Multiple vantage points, ideal for snipers.
Red Building: Superior interiors for close combat. Which is why, after a few playtests, we decided to place the objective here.
Starting positions were pretty clear in this case. The challenge was designing the space between these structures to enable diverse tactics and encounters.
Counterbalancing Path: Through playtests the “tunnel”, which was initially thought of as a side-route, turned into the main path -> safe and full of opportunities.
This development was counterbalanced on the opposite side with a high-risk, high-reward flanking route. Here the player has to simultaneously fight enemies on land and be careful of snipers on the opposite rooftop.