Engine : Unreal Engine
Level type : Multiplayer map/compound design
Status : Work in progress
Personal project based on Hunt: Showdown, an extraction shooter FPS game made by Crytek. A game I love for it’s ambiance, unforgiving gameplay mechanics and excellent level design.
Learning objective?
Tackle a new challenge that is multiplayer PVP map design, integrating Hunt’s main design principles, adding environmental narrative elements and improving my own design workflow.
What did I need?
I wanted to begin the project with consistent metrics rules for elements that I’d be using a lot while building the map.
I also needed some basic interactable elements that would make the scene playable.
What did I do?
I took all basic metrics I needed from the game Hunt: Showdown and recreated them in my own project. Including openings (door, window, crouchable…), covers, jumping height/distances, character height, max slope angle etc.
Organised by little workshops, I can easily test my metrics and prevent fastidious changes that could have happened.
This allowed me to make rulers and basic guide shapes that would help me build the level more efficiently.
For a better testing experience and easier sigthline checks, I created blueprints for the most basic interactable elements, using visual scripting.
Doors and windows have 2 states and are animated. Added a hovering UI widget, appearing when the character gets close to it.
I also made a ladder blueprint that automatically create meshes to meet the modified ladder height value. This value can be changed by using the associated in-editor widget.
It uses a simple teleport script that will take you to the associated destination marker that you can modify in-editor.
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