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Canyon: Multiplayer FPS Level

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'Canyon' was created in Unreal Engine 4 with 3v3 futuristic FPS mechanics in mind. The map itself I created at university in 2016 and was then built upon after I graduated to gain more of an understanding of the level design process. From initial sketching to white boxing and BSP implementation, Canyon' has gone through a journey to become what it is today. It is currently at a late development stage with the intention to implement assets in the future.

Screenshots

Inspiration

As an avid FPS player several games came into mind when coming up ideas for a multiplayer level. As the weapons/mechanics had a more future feel to them, games like 'Halo' and 'Unreal Tournament' generated more inspiration than any other games in the genre. I knew from the start that I wanted the level to have a bridge in the centre so from that I took to these games to find some ideas I could take and apply to my own level.

'Narrows' (Halo 3) and 'Facing Worlds' (Unreal Tournament)

Initial Design

The intended idea for the level was to have several height options for the players with a bridge in the centre separating two symmetrical bases. Area's that were more open would reward better weapons focusing on a risk = reward play-style. The 4 towers complemented the maps symmetry and allowed for smooth transitions between the maps different heights. Most of these ideas made their way into the final iteration of the level alongside a reduction to the overall complexity further smoothing the transitions between heights and allowed more options for players movement.

Inital Design (2016)

Progression

After leaving the level in its previous version in 2016 I later picked it up in 2019 to work on it further using what I learned at university and my improved skills in Unreal Engine 4 to create a more cohesive multiplayer experience. The level needed more polish and also required some art direction that would provide future inspiration during development.

The creation of the new version began with the bridge and was built out from there. Keeping with the pattern of the towers I decided to use them as entrances to the cliff bases. Having the team spawns built into cliffs was decided as a natural progression as it allowed the transitions between levels too flow much smoother than before.

After moulding the cliffs around each of the teams spawn area the route to the lower level naturally made its way below the base entrances. With a short, easy jump to the lower platform to add a small amount of risk when attacking the enemy base from below, it rounded out the level allowing it to properly take shape.

Updates and Final Version

Once the layout of the level was finished through some play testing it became quickly apparent that some cover was required as the level felt too open. The 2016 version of the level I felt was too cluttered but due to the re-design simplifying the level as a whole the cover was clearer to implement. Exposing players in high reward areas but giving players opportunity to find cover.

Base Interior 

The interior section of the map provides large open hallways leading out to each level of the map. It became quickly apparent that due to the openness of this section cover had to be provided. Without over complicating things I looked at what sections were most vulnerable and placed cover that a player could hide behind but not escape from giving the player who is hiding time to plan what they are doing next but keeping their location clear to the opponent fighting them.

Bridge

The most open section of the map is the exterior bridge which is where most of the fighting takes place. Getting a jump on your opponent can easily be done when taking a quick route through the centre however it exposes the player to fire from most angles coming out of each sides' base. Initially having no cover seemed fair but after testing it became clear that a small amount of cover would allow opponents to pin down enemies trying to cross but agile players could manoeuvre their way through and use it to their advantage.

Lower Level

Finally the lower section of the map provides players with a more strategic route to the opponents base with the risk of jumping over the canyon. This section didn't require too much work however opponents at each end of the tunnels were locked in a stalemate fire fight as there is only one area they can exit when moving into the lower outdoor section. The fix to this was adding a simple block in the centre so whatever opponent made it their first had the advantage of pinning down the other in there base.

© 2019 by JAMIE MORRISON

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