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CTF - PAINTBLOOD

CTF-Paintblood is an Unreal Tournament Capture The Flag community level made as an individual university project.

Unreal Editor

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Multiplayer MAP

University Project

About CTF-Paintblood

CTF-Paintblood is an Unreal Tournament Capture the flag community level made as an individual university project.

The arena is a CAPTURE THE FLAG whose blocking is inspired by PAINTBALL fields.

Capture the flag (CTF)

Capture the Flag is a game mode where two teams compete to capture a specific flag in enemy territory and bring it back to the allied base to score a point. The team with the most points wins.

Project Role

Level Designer

  • Conducting research into Unreal Tournament and the game mode Capture the flag.
     

  • Creating a blockout for a multiplayer Capture the flag map.
     

  • Creating a Level Design Document with design rooms, metrics and gameplay guidelines (based on conducted research).
     

  • Balancing gameplay based on playtesting

Final Preview
  • ​Lighting, pick-ups, landmarks and weapons are used to leash players.

  • Each area has a minimum of 3 exit/entry points to offer player choice and to ensure easy lane changing

  • Map has been iterated upon and balanced based on playtesting data

  • The level is consistent with the exciting Capture the flag maps in terms of metrics, item placements and spatial arrangement (spawn point, weapon rooms, flag point).

Research
  • Play the game with friends (Metrics, Understanding player mechanics and mindsets)

  • Look at the other levels of the same type

  • ​look at the use of each weapon

Level Planning
References

To orchestrate a fight between two teams, I chose the theme of the paintball field in order to have an open arena with many possibilities in level design.

  • An aesthetic that blends elements of a paintball field and a skatepark.

  • The level features an underground passage that I've disguised as a sewer.

  • Adds a touch of humor to the comparison of paintball to a deathmatch

Level proposal
  • Create a diagram showing the distribution of weapons throughout the progression.

  • Twist: Each weapon is located in a room designed specifically for it.
    Sketch the overall shape of the arena and its rooms.

  • Compose the arena using blocks designed for the metrics.

Rooms

  • Each room entrance allows you to see the three other possible exits as well as blind spots.

  • The first three rooms contain safe zones for player respawning based on their position.

  • Create a second central room to give the player more options and to implement a team strategy. This room is located below the first, and the two are directly connected.

  • Added lights and colors to make the location of healing items and shields more obvious.

Weapons

  • Each weapon is located in a designated room.

  • The rooms are easily accessible.

  • Melee weapons are located near the center (except for the shotgun).

  • Range weapons are located near the base.

Iteration
  • Make regular adjustments through playtesting conducted in groups and under real-world game conditions.

  • Make the paths as accessible and memorable as possible.

  • Give players a sense of dominance when they use their weapon in the right place at the right time.

Gameplay Footage

Here is an example of gameplay

Level Design document

All my work on this level is written and detailed in this document (note: it is only available in French for the moment)

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