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FPS Multiplayer Maps

Japanese train station "Tokyo Station".

Japanese train station "Tokyo Station".

The game design document for the level.

The game design document for the level.

The game design document for the level.

The game design document for the level.

The game design document for the level.

The game design document for the level.

A drawing I made of the level with the corresponding landmarks.

A drawing I made of the level with the corresponding landmarks.

This is one of the start spawns in the game. The train runs through every 30 seconds instantly killing anyone on the tracks. I wanted the train to be a part of the level, the reason it comes so often.

This is one of the start spawns in the game. The train runs through every 30 seconds instantly killing anyone on the tracks. I wanted the train to be a part of the level, the reason it comes so often.

A view from the main street after coming up via the stairs or escalators. From here there are endless of possibilities of where to go and what cover to use.

A view from the main street after coming up via the stairs or escalators. From here there are endless of possibilities of where to go and what cover to use.

The service tunnels connect to the plaza in the middle. Its accessible by anyone but, you have to be cautious of the train that passes.

The service tunnels connect to the plaza in the middle. Its accessible by anyone but, you have to be cautious of the train that passes.

Here´s a top view of the plaza with the connecting service tunnels that lead to the train platforms. From the plaza there will be stairs to the streets above.

Here´s a top view of the plaza with the connecting service tunnels that lead to the train platforms. From the plaza there will be stairs to the streets above.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

A drawing I made of the level with the corresponding landmarks.

A drawing I made of the level with the corresponding landmarks.

The first itteration of the level with a small waterfall in the background. I knew that this level would serve best as a 5 lane map, with rideable carts. I think more multiplayer levels in general need more vehicles and/or environmental hazards.

The first itteration of the level with a small waterfall in the background. I knew that this level would serve best as a 5 lane map, with rideable carts. I think more multiplayer levels in general need more vehicles and/or environmental hazards.

After adding more paths, the 5 lane concept was finished. Now I had to execute the idea and make it work within the game design and abilities of the players.

After adding more paths, the 5 lane concept was finished. Now I had to execute the idea and make it work within the game design and abilities of the players.

I placed out buildings with missing windows, doors and walls. I´ll replace them with destructible ones for more flanking opportunities. I don't want every piece of cover to be destructible because then there isn´t any cover left.

I placed out buildings with missing windows, doors and walls. I´ll replace them with destructible ones for more flanking opportunities. I don't want every piece of cover to be destructible because then there isn´t any cover left.

Changes may have to be made if the destruction doesn't work as intended. The beginning of the maps video on my portfolio shows the destruction of a window that seems to work.

Changes may have to be made if the destruction doesn't work as intended. The beginning of the maps video on my portfolio shows the destruction of a window that seems to work.

I started adding clutter around the map for cover (Toilets, boxes etc.). I´ll add water that circles around the map and not only through. I tried 8v8 but it become to easy to die but 6v6 was perfect for this setting.

I started adding clutter around the map for cover (Toilets, boxes etc.). I´ll add water that circles around the map and not only through. I tried 8v8 but it become to easy to die but 6v6 was perfect for this setting.

The map in design is quite level, so in order to get a leg up on the competition, players need to use buildings to get high ground. This is the bell tower from the church that overlooks the whole map, perfect for snipers.

The map in design is quite level, so in order to get a leg up on the competition, players need to use buildings to get high ground. This is the bell tower from the church that overlooks the whole map, perfect for snipers.

There are 2 carts that zip around the map with a speed that is a bit faster than walking and sprinting. I want to give more fun but hectic gameplay that encourages players to use the carts for flanking, or just causing mayhem.

There are 2 carts that zip around the map with a speed that is a bit faster than walking and sprinting. I want to give more fun but hectic gameplay that encourages players to use the carts for flanking, or just causing mayhem.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Game design document of the level.

Top view of the whole map. The opera house was free but I thought it would make for a interesting level for a multiplayer shooter.

Top view of the whole map. The opera house was free but I thought it would make for a interesting level for a multiplayer shooter.

I added more curtains inside, changed the pillars rotations, added ladders into two boxes, removed the doors at the back and removed rows of chairs.

I added more curtains inside, changed the pillars rotations, added ladders into two boxes, removed the doors at the back and removed rows of chairs.

This is one of the spawns that gives the player 3 options, go left, go right or straight.

This is one of the spawns that gives the player 3 options, go left, go right or straight.

Inside I changed the locations of the instrument cases to create more cover and height differences. I made a small pathway the player can enter that takes them into the hallways.

Inside I changed the locations of the instrument cases to create more cover and height differences. I made a small pathway the player can enter that takes them into the hallways.

View of the stage with a pathway to the left, more "clutter" will be added for cover. The other levels have Chaos Physics, but in this level I'm not focusing on that part.

View of the stage with a pathway to the left, more "clutter" will be added for cover. The other levels have Chaos Physics, but in this level I'm not focusing on that part.

Top view of the other spawn with the same options, left, right, or straight. Left and right takes you to the hallways and if you go straight, it takes you into the opera house.

Top view of the other spawn with the same options, left, right, or straight. Left and right takes you to the hallways and if you go straight, it takes you into the opera house.

Interactable doors will be added so there's no clear line of sight, allowing spawn trapping and killing.

Interactable doors will be added so there's no clear line of sight, allowing spawn trapping and killing.