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 - 3v3 Capture the Flag - 

Tools:

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Duration:
4 months

Team Size:
1 (solo)

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PvP

Greybox

Asset Integration

UEFN

Project Description:  
A 3v3 capture-the-flag level created in UEFN, designed using intersecting paths and sightlines with a balanced placement of items to bring an engaging competition. From grey box to then have art assets added, all based on around a project LDD.

My Role:
For this project I needed to create a 3v3 capture the flag map within UEFN. I took stages to complete this level including planning with an official LDD, grey boxing the space, adding functionality, playtesting, to then finally integrating art to fit a chosen theme.

 From Plan to Greybox 

I decided to base my capture the flag map on a pirate harbor theme. Starting with a level design document, I documented any inspirations I had from various pirate movies and games, drafted diagrams of how the two teams' bases were laid out, and decided on where various gameplay items would be placed. I wanted to incorporate water into my scene as it was a prominent aspect of the theme and helped me to space out the sections of combat 

Click to open PDF

| Level Design Document |

I then utilized UEFN's grey-boxed assets along with its grid system to easily lay out the two teams' bases and the various lanes that players would attack/defend from.  This gave me a sense of the metrics needed to give teams the appropriate space that comes with a capture-the-flag map. I knew players would be taking cover, entering enemy territories, and picking up items so I prioritized my focus on balancing these aspects and fitting them to the given team sizes (3v3).

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Bubble Diagram of Level Layout & Team Zones

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Gameplay Positioning Diagram of Level

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Programmatic Gameplay Diagram 

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Aspects of the level were intentionally placed such as:

  • Symmetrical layout to allow for a balanced space for combat and to keep the layout intuitive for players.

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  • Multiple lanes for players to approach from, allowing for alternative view angles and paths to the flag. Includes two main lanes that intersect with an alternate path on each outer side

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  • Placement of objects are intentionally laid out so that the difficulty of obtaining them reflects their strength. (Ex. Strongest weapon and healing item are in the center of the main lanes, out from cover)

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  • Placement of spawns are intentionally laid out around the respective team's flag, without being too close to the flag or intercepting the enemy's path when grabbing the flag. (The spawn that appears in front of the flag is on another floor to avoid appearing right in the fight.)

 Working with UEFN 

I was already familiar with this engine's framework due to its similar functionality to Unreal Engine and from creating previous maps. This allowed me to focus entirely on the level's design.​​

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Device collection for gameplay functionality

After laying the grey box foundation, I added the gameplay devices such as the team flags, barriers to enclose players in the level, pick-up items, and any other device that would ensure a round of play functions.​

 Asset Integration 

After playtesting was complete and I finalized any feedback changes, I added art assets from UEFN's library to fulfill the theme of the setting. Using pirate-related assets and the water volume, I focused on adding detail and stylized the level without interrupting the gameplay or balance between sides. 

Half of Map (symmetric)

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Before

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After

Team Base (Outdoor)

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Before

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After

Team Base (Indoor)

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Before

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After

Alternative Path / Ship

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Before

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After

 Personal Takeaways 

  • Gained experience in designing a level that supports PvP and is designed with a focus on balance and strategy between teams.​​

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  • ​Furthering my experience with UEFN and getting to use its grey box grid system to quickly make a level layout.

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  • Improving my documentation skills when developing the level by creating and organizing reference images, diagrams, and important details of the level.  

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