

One-Pager highlighting the key locations in FR-Garden
FR-Garden: UT4 Blitz map
Research phase
In order to get a better idea of Blitz level design do's and dont's, I spoke to people from the existing playerbase, held a survey on teamwork and strategy, and I watched a Blitz cup in order to observe dominant playstyles.
Through this, I was able to make a list of elements that a good Blitz map has. A list of do's would include...
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A good balance between open and closed spaces to avoid snipers from becoming overpowered
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The right distribution of weapons with a mix of long-range and short-range weapons
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Not too many details in one map to preserve good readability
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The map shouldn't be too big to keep gameplay focused
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The flag carrier should always get enough opportunities to make decisions while making their way to the delivery point
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The locations of rally points should enable the flag carrier to activate them in various patterns, but it shouldn't be too easy
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A good strategy should be able to win the match regardless of the other team's weapon power or aiming skill
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Combat bowls should have enough cover and should have chokepoints leading out
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The map should work like a funnel where the defenders are sucked back into their own base
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All paths should have roughly the same amount of travel time

Research node-map of
fan-favourite Blitz map: Meltdown
concepting phase


Initial (node)map sketches indicating flow, verticality and pickup placements


Sketchup adaptation of my initial level idea
blockout development





Gameplay moments: from Sketchup concept to level
Another highly desired weapon is located ina crow nest behind the defender base.
It's a good position for either team but it takes some time to reach.
Timelapses of level construction



Gameplay moments: from Sketchup concept to level
In order to get the highly desired sniper rifle, the player needs to use traversal mechanics to reach the location
blueprint scripting

Tree leaf particles

Flickering candle particles








































