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Power House

An Unreal Tournament CTF Map

Power House Design Trailer

Information

Role: Level Designer, Combat Designer

Engine: Unreal Tournament Editor

Team Size: Solo

Development Time: 4 Weeks

Platform: PC

About The Level

"Power House" is a Capture The Flag level made for Unreal Tournament using the Unreal Tournament Editor. The level was developed over the span of 4 weeks from conception to launch. The level is made for an optimal size of 2 teams of 5, and was designed intentionally with combat flow and movement in mind.

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Design Goals

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Combat Flow

The primary design goal I had for this level was Combat Flow. I wanted players to have plenty of cover and routes available at any given time, and to have long sightlines for sniping as well as close quarters combat opportunities.

Movement

I wanted to create a level that allows rapid and constant movement throughout. The level is full of different routes and lanes for players to move between that give them a variety of different combat opportunities. The edges of the map are rounded with an intentional avoidance of right angles to allow more fluid movement. Finally, I included tons of jump pads and low holes for the player to slide under.

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Single Page LDD

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Design Progression

Whitebox
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I changed the design slightly from the LDD by connecting all of the different lanes in the center of the map and focusing the most concentrated combat in the middle tower by creating sightlines from all over the map to make the center extremely dangerous.

Initial Gameplay
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I extended the sides of the map to allow more open engagements in the lower portion of the map, and added outlets to the sniper towers to allow more flow into the two bases and to allow more exit paths. I also added elevators to the back of each base for additional routes to the roof.

I extended the sides of the map to allow more open engagements in the lower portion of the map, and added outlets to the sniper towers to allow more flow into the two bases and to allow more exit paths. I also added elevators to the back of each base for additional routes to the roof.

Launch
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I enlarged both bases and finalized cover placement. Then I included underground pathways and elevators on either side of the map to allow more vertical gameplay and more cover on the ground. Then I added basic textures and environment props to the level.

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