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Project Abaddon

SIMONCURTIS  
GAMEDESIGN | Systems Design

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SIMONCURTIS  
GAMEDESIGN | LEVELDESIGN

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Die Stadt Biologics Lab:
Multiplayer Shooter Map

Third person multiplayer shooter inspired by Valorant's Breeze map. The goal of this map is to create a fun team death match for people to enjoy at my college's grad show.

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I wanted the map to feel tactical and familiar to people who play competitive FPS shooters, but easy enough to understand so that casual players could also have fun.

  • Duration: 1 Week

  • Team Size: 1

  • Software: Unreal, Photoshop

Level Gameplay

Mood Board/Researching

FPS_Mooodboard.PNG

Through looking at tons of maps from other popular first and third person shooters, I took a special interest in the layout of Valorant's 'Breeze'. The players spawn in with a number of set paths - many of which lead to the same place. This seemed like a great way to increase tension in the moment to moment gameplay and nail that tactical feel that I wanted to achieve in my own design.

 

You can see someone go one way and know where they're trying to go, but you must try to predict which path exactly they'll take. I think that's very interesting! I'm also taking note of key points of interest in these maps as well. POIS are tactically important, and important for orienting players I.E. knowing where you are on the map.

Paper Mapping

Designing a tactical shooting map

RedTeamPaths.png

'A' is where the red team spawns while 'B' is where the blue team spawns.

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While studying Valorant's 'Breeze', I was making note of all the pathways and various routes that the players can take to get from their spawns to the sites where they need to plant the bomb and tried to recreate some of those moments.

Initial Papermap

Blockout Process

DieStadt_POIS.png

While blocking the space out, I realized I had to increase the connectivity to providing more tactical depth and replayability.

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So I added a bridge to give the map some more dimension, and two new paths that allowed players to sneak from their spawn to their opponents spawn.

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This blockout had more options via multiple paths.

Points of interest (POIS)

Primary Processing Room

PrimaryProcessing.PNG

The area that proves to be the bloodiest. The open-ness of the space and its connectivity to many liminal spaces & other POIs ensures that many players will meet here. 

PrimaryProcessingRoom.png

R&D Wing

R&D_Wing.PNG

Area with a very high kill-rate despite being marginally more closed off. It offers access to a secret path into the base of team A. It is slightly easier to reach for team B than for A, but it is still a dangerous trek to secure the position for both teams. It offers great coverage by way of lines of sight and high ground.

R&D_Wing.png

Shipping & Storage

StorageToShip.PNG

An area with a relatively low amount of combat right outside of Spawn A. It offers a secret pathway to the spawn of team B. Despite being easier to access, it offers little by way of lines of sight.

Shipping&Storage.png
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