Call of Duty like, FPS level
This bustling commercial street is teeming with lively crowds and busy vendors, making it the perfect choice for a leisurely stroll. It also serves as a 6v6 multiplayer map.
TDM & HP & SD
Engine: Unreal Engine 5
!!! Project Updated!!!
After playtesting, I found that I was so focused on the spacing of the bunkers that I didn't even notice the size of the room. In order to adapt to the movement speed of 6m/s and avoid players turning frequently, I enlarged the room of the Bomb A site and reduced the width of the cover.


Before

After

Before
After

Before

After
First Step: Field Study
I visited a pedestrian street in Salt Lake City, UT, USA AGAIN that was perfect for an FPS level due to its compact style, so I took the opportunity to redesign it in my free time. These images illustrate the map's connectivity and the functionality of its areas.


Second Step: CCC & Metrics
Here I use the firearm data of Call of Duty: Black Ops 6 (2024) as the CCC reference.

Based on my analysis, I designed the following parameters for the level: SMGs are most effective within 0-18 meters, with a maximum effective range of 25 meters and a refillable engagement range of 0-35 meters. For rifles, the maximum range is 50 meters.
Based on player's movement speed (Sprinting speed is 6.7 m/s, ADS (Aim Down Sight) movement speed is 3.3 m/s, and crouching movement speed is 2.9 m/s.), The level is designed to be 80 meters in length and 50 meters in width, ensuring that a Search & Destory match can be completed within 2 minutes and 30 seconds.
I think about Scene size and bunker density because it will effect average combat distance:
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Optimal Engagement Distance for Cover: Covers are placed based on weapon-specific ranges, with the closest covers positioned within the effective range of SMGs (approximately 15 meters).
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Exposure Points for Rifles: High-risk exposure points and multi-angled gunfight zones are placed within the optimal engagement range for rifles (approximately 35 meters).




SMG Cover [shooting in First Person Perspective][Combat Zone]
Rifles Cover [shooting in First Person Perspective] [Information Control]




Third Step: Top-Down-Map & Modular Level
At this stage, I began to think about how I could provide players with a step-by-step view design like a Traditional Chinese garden, where each location has sufficient recognition and unique aesthetics. 【Area Control】



When we encounter an enemy, we first determine where they are and how to reach the best position to shoot them. Therefore, I prioritize the design of the combat zone and the surrounding movement lines. Also, Height difference is the most effective way to segment areas. Use large buildings to block different areas.
Realistic FPS levels and Cube-like FPS levels are different at the pipeline level. So, in addition to designing the first shooting position and the engagement line, I also added a roaming movement line for specific situations.



To test combat area, I added EQS zone and Nav Modifier to guide AI.

Multiplayer playtest Video and Playable Demo
Video BGM: Raining the Fire - Jack Wall

