Meridian

2023

Map Overview

A First Person Shooter designed map built in Unreal Engine, Designed for faster paced shooter games like Call of Duty. This map is built around the zig zag center lane. With buildings laid out on that main street and still connecting to the outside lanes. Allowing for a fast paced and quick flowing map design.

Walkthrough of Map

Map Timelapse

My Design Process

Part 1: Research and Inspiration

When starting my design process for this multiplayer map there was a certain layout I wanted to start from. That was the idea of a zig zag style mid lane. Then setting up buildings around that lane and then having the outside lanes connect to the buildings and mid lane to create a naturally flowing map.

For this map I didn’t have any concept art but I was basing my design philosophy off of two of my favorite maps from previous Call of Duty maps. Those being Warhawk from COD: Ghost and Standoff from COD: Black Ops 2. I always enjoyed the layout of those maps and how they flowed. As a player you knew where the power positions were and you know where to find engagements on the map. And to me that is one of the most important things for gameplay.

When it came to the theme I decided to go with an old western town. Although it wouldn’t fit in the world of a modern shooter. I always thought it would be a fun concept to design a map for and it would have enough distinct landmarks and buildings on the map for players to call out well playing.

Part 2: Map Layout

When it came to designing my 2D layout I decided to use Adobe Illustrator then drawing. Its still a little rough and lacks a lot of detail for a 2D layout. However, my 2D layouts have always been about setting a foundation for the map and then making the changes needed in 3D and adding the exact detail in 3D as well.

  • For this map I started from the middle out. Starting with that zig zag mid lane. Then I would add the buildings and other lanes until I got to the border of the map.

  • This is a 3 lane map but there are really no long line of sights or one route answers. The player has options and different ways to approach a building or lane.

  • With the buildings being close together or connected it allows SMG players to move around to each building quickly. Well AR players try to set up in one of the 3 windows overlooking mid map.

Once I had a general sense for the map layout I felt confident taking the map idea into Unreal Engine 5 and start laying the map out. And getting a different perspective on the map.

  • Once I started to lay the map out. I decided to change the spawn point areas. I added the warehouse spawn at the the top of the map and the barn at the bottom of the barn. It added some spawn security for players as well as slightly increasing the size of the map.

  • I also decided to change the top left part of the map by adding a cave. I didn’t like the angled wall in that area and I also felt like I could add some more story to the map.

  • I eventually changed the bottom right layout of the map as well. By getting rid of the angled wall on the bank and changing what was originally a train station into a church.

Part 3: Connectors

This map had an issue with the design early on where in certain areas of the map I had to many ways you could enter a certain location. This can be seen in the example of photos on the right. Early on in this courtyard area I had 5 different ways you could enter this courtyard. As I continued to design this area I ended up adding a cave platform and a window in the hotel that overlooked the area adding a bit of a problem. That if an objective was placed here or a player was trying to move through it. They have 6 areas they could be shot from. So to fix this I blocked off the bottom floors that connected the Saloon and Hotel to that area. But kept the connecting corridor to mid map. I kept the hotel window and cave platform with the understanding that they could be challenged by the player on the fence head glitch by the bar. Or even from the connecting corridor. Giving this courtyard a good balance in my opinion. Once I do a playtest that might change but for now I felt confident in how this space is being used.

Part 4: Space

With each new map concept I design I work on I am trying to become more efficient with how I use my space on the map. I am trying to make sure I get better at understanding where to precisely put places of cover during gun fights. Well also understanding when to just leave spaces clear for players to maneuver through quickly. I don’t want players to feel like they are often getting caught in no mans lands. But I also don’t want players to feel like the map is overcrowded, cluttered or claustrophobic. When it comes to fast paced action/arena shooters, the maps need to flow effectively.

Part 5: Call Outs

Another aspect that really intrigued with having the concept of the map revolve around an old western town was the possibility for distinct buildings or areas around the map. Allowing for players to communicate more efficiently. Then designing things like the saloon and bank in a distinct way interior and exterior so that players can tell the difference. Eventually creating a better competitive gameplay.

Part 6: Rifles

When we using the rifle on the map its usually not about controlling the lanes on this map. It can be done whether it be sitting the sheriffs window or on the hotel balcony. But those positions can be countered quite easily. Its more about controlling areas. Maybe your want to control the church and its connection to train, or how about controlling the cave or courtyard area and maybe constantly fighting for the skybridge position that overlooks mid map. There are plenty of options and counter options for the players using the rifles to have an impact on the map.

Part 7: Sniping

The sniper on this map is not the strongest. There are not a lot of long line of sights to control. So the players that use the sniper need to be precise. If used correctly this can be the best counter to the rifle players. The sniper players can use uncommon line of sights to counter players in the windows, the skybridge, or the cave and the train as well. Still allowing the sniper players to have plenty of impact on the map.

Part 8: SMG

The flow for this map really work in the favor of the fast paced sub machine gunners. They can move in and out of buildings quickly, finding plenty of ways to engage the rifle players trying to set up in their positions. They have opportunity to take the long flank routes or hit a building swiftly and directly if they get the right timing. But the map isn’t perfect for them, there are still plenty of places where they can be caught in an open space and in the cross hair of a sniper. Or in the red dot of a rifleman on a head glitch

Part 9: Conclusion (for now)

I worked on this map for roughly 4-6 weeks. From concepting to play testable gray box. I have still not had time to set up playtest for this map. Therefore, I assume there are still things to learn about how the map plays. I expect to update this map after the playtest once I learn more about the map. I do feel quite confident with the map. I love the distinct areas in a lot parts of the map. I feel like players will be able to move around the map very effectively. Maybe even to good and the playtest will tell me if I need to increase the size of the map due to the player movement speed. But I also dont believe the map will be chaotic. I just dont see a place on the map where you can avoid engagements for to long. Im eager to playtest the map and learn more about it.