Tri-circuit

Gameplay screenshots

Tri-circuit is a deathmatch map for Unreal Tournament designed for 6-8 players. The map revolves around the player always being on the move, seeking out covers, leaving and entering different combat scenarios frequently.

During the creation of this level, I mainly wanted to challenge myself with the visual aspect of the map. I took a 1-year-old level layout, that I created specifically for the gameplay experience. I wanted to take this layout that had absolutely no planning in areas like, proping, environment, lighting and turning it into something that is visually pleasant without affecting the gameplay.

(Environment screenshots)

(First iteration)

(Last iteration)

When I created the layout for the map I had many iterations, that changed a lot of things. The first draft I created, put down the core of how the flow of the map was suppose to work. The major changes I did from the first iteration to the last, was changing weapon placements, accessibility of different areas, teleporters as well as removing areas that didn't see much activity and making hallways quicker to travel through.

(Hallway B finished)

(Hallway B blockout)

One area that saw the most change was the area located north on the level. At the start, the area felt a bit empty and when a player was on the elevated area, he/she had too much control of the flow and outcome of the game. It was simply a bit overpowered. To balance this I added 3 new paths that lead to the elevated area. When I implemented this into the map, the player had a harder time keeping control of the elevated area since there was more paths enemies could arrive from.

(North area)

The south area had a similar problem as the north area. The problem was that the player who was on the bridge had a height advantage, this was because enemies could only come from below. I needed to add a specific path that could flank the bridge from above. When I did this another problem was created, players could now stay on the flanking path and have the same advantage they had on the bridge earlier. To solve that problem I made sure the path was very thin in width so if a player stayed there too long any explosive projectile hitting the wall behind her/him would lead to taking damage.

(South area)

In the west area of the level, I previously had a much larger playing field. The size was around double of what it is now. The main reason why I changed the area, is because it didn't see much activity. The area became more of a transition zone before the change. When I removed half of the room the activity increased and it felt more like a combat area.

(West area)

(Hallway A)

(Hallway B)

In the earlier iterations of the map I had a few hallways,  after a lot of testing, I felt that the hallways were a bottleneck on my map. They slowed down the gameplay speed because they took to long to run through and which lead to that the map seemed empty. To solve this I placed out jump pads on both ends of the hallways. This meant that the players transitioned through the hallways quicker and entered combat faster.

(South area finished)

(South area blockout)

(North area finished)

(North area blockout)

(Cave trench finished)

(Cave trench blockout)

(North area connection finished)

(North area connection blockout)

(Hallway A finished)

(Hallway A blockout)

(West area finished)

(West area blockout)

(North area finished)

(North area blockout)

Specification:

Summary

  • Development: 4 weeks
  • Engine: Unreal engine 4
  • Game: Unreal Tournament
  • Mode: Multiplayer -  Deathmatch (FFA)



(First iteration)
(Last iteration)
(Hallway B finished)
(Hallway B blockout)
(Hallway A)
(Hallway B)
(South area finished)
(South area blockout)
(North area finished)
(North area blockout)
(Cave trench finished)
(Cave trench blockout)
(North area connection finished)
(North area connection blockout)
(Hallway A finished)
(Hallway A blockout)
(West area finished)
(West area blockout)
(North area finished)
(North area blockout)
(North area)
(South area)
(West area)

Level Design & Environment creation