This project was a redesign of a previous initial blackout, the level, for use as a multiplayer capture the flag map.
I wanted to design a map which allowed players to experience a level with verticality specifically in mind. As a result, this level utilises multiple vertical flanking routes to each of the symmetrical blue team and red team bases where the flags are located. Players can take one of three lower ground paths which run through a central point themed around an asteroid mining site. Or they can take the higher routes up to the antenna tower and drop down on either side of the team bases.
This project allowed me to look at FPS game balance from a holistic level design perspective, with the level being designed for symmetrical verticality, the high ground areas provide an advantage to defending teams whilst the four primary chokepoints funnel the majority of attacking players into several small areas.
These chokepoints are balanced by two high ground vents which allow attacking players to drop down behind the defending player located on high ground areas, the design of the level during playtesting showed long drawn out back-and-fourth aggression between both teams with a low score count as the majority of teams winning 1-0 or 2-1.