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Commercial Pedestrian Street

This is a bustling commercial street, teeming with lively crowds and busy vendors, making it the perfect choice for a leisurely stroll. It also serves as a 9v9 multiplayer map, which can be segmented for 6v6 and 4v4 team death match or Search & Destroy.

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Engine: Unreal Engine 5

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​Playable File: 

https://drive.google.com/file/d/1pAvAMkD4hK4lj-SvREVGjoOeleQacSWg/view?usp=drive_link​​​

First Step: Field Study

I visited a pedestrian street that was perfect for an FPS level due to its compact style, so I took the opportunity to redesign it in my free time. The four images illustrate the map's connectivity and the functionality of its areas.

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Gateway_3.jpg
Gateway_2.jpg
Gateway_5.jpg

Second Step: Top-Down-Map & Molecule Maps

In my current sketches, I have outlined the key Points of Interest (POIs) and combat zones, which include areas for close-range, mid-range, and long-range engagements. Following this, I deconstructed the entire pedestrian street's functionality and reassembled the level using molecular maps to ensure smooth pathways and sightlines.

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At the beginning of designing this map, I was thinking about three points. The first was peripheral reconnaissance, how to design the observation position, and how to use the observed information to think about strategies based on the movement of a hostile target.

FPSLevel_TDM.png

We can see that the surrounding scenes are long-distance gun battles, the scales of the Foreground and Background are proportional, and there is a lot of empty space in the midground of this straight line.

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In this plan, the terrain above is relatively flat, and there are many buildings and second-floor bridges below. I want to provide players with readable Area landmarks in the map. These structural geometries allow players to locate their position in the map. The prospect space in the middle can focus the player's attention and also serve as a spotlight place for rotation.

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Each building has one Main path and several side paths. It is a tool to use contrasting paths to control their flow.  The main path allows players to face enemies head-on, and the abundant cover allows them to interact with props. The side path gives the choice to the player to let them control their pacing. 

FPSLevel_TTDM.png

Third Step: Blockmesh

After deciding on landmark structures, the overall combat experience, and spatial orientation, I began to define the 3Cs (Character, Camera, Controls) and Metrics. Then, I designed the Design Parameters laid out in grids, illustrating the potential spatial relationships they might have in-game.

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