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Level Design: DM-Acidworks

I worked on this Unreal Tournament level in a team of 3 for university. It was my first experience creating a fully playable multiplayer map. We did not create assets, just level geometry, weapon placement etc.

Acidworks is a small deathmatch map with a circular flow. The large central atrium contains the quad-damage powerup, so it is the focal point of much of the action. 3 raised vantage points overlook this centre area. Players often fight to control the vantage points so that they can attack players in the atrium who are trying to obtain the quad-damage. However, the three vantage points are each able to counter one another. This means that at any given time a player may use the level to their advantage, but they can't hold that power position for long.
Weapons are placed in positions where they have an immediate use, but not the most powerful position with that weapon. For example, the sniper rifle is on a raised catwalk, but it is exposed from multiple angles with little cover.

Rocket Spawn and entrance to atrium.

Rocket Spawn and entrance to atrium.

Sniper spawn

Sniper spawn

Atrium containing quad damage and 3 vantage points.

Atrium containing quad damage and 3 vantage points.

Flak Cannon spawn

Flak Cannon spawn

Link Gun spawn

Link Gun spawn

Shock Rifle spawn

Shock Rifle spawn

Unreal Tournament minimap with weapons.

Unreal Tournament minimap with weapons.

Top-down view.

Top-down view.