Map on Unreal Tournament
Working as a Level Designer
The purpose was to create an Unreal Tournament level, in 2 months, challenging the crucial dodge mechanics and putting the player under high pressure.
To achieve this, several means were used such as :
Force the player to go to the battle zones and offer him 2 options to regenerate in case of low life. Either, to go the battle zones with heavy medkit and expose himself with a high risk of death or, for a lesser regeneration level, to pass through a corridor with walls getting closer, thus giving him few chance to dodge.
Creation of a level with 2 sub-levels connected by several gateways likely to be used to trap enemies, should they try to run away from the fight.
Presence of high value objects in battle zones, like a rocket launcher, to push players to fight for their possession.
Use of colored spotlight throughout the level as landmarks to help players to find theirs ways in an intentionally symmetrically designed map.