Skip to content
Pablo Rodriguez

Multiplayer Design

  • Based on Unreal Tournament’s Facing Worlds map
  • Two towers at ends
  • Figure-eight middle that rises/dips
  • Symmetrical design
  • Player Types Considered
  • Snipers
  • Sneaks
  • Power/tank players
  • Tower Design Changes
  • Removed instant teleporters to top
  • Added slower stair routes
    • Forces exposure during climb
    • “Slows pace from spawn to sniping”
  • Added risky quick-route
    • Front platforms for mantling
    • Very exposed but faster
  • Middle Area Modifications
  • Added buildings for cover
  • Bridge across top
  • Underground route
    • For sneaky players
    • Direct but exposed path
  • Sniping holes from buildings
  • Building Interior Features
  • Central chaotic combat area
  • Multiple escape routes
  • Tricky teleporter system
    • Must circle to reach
    • Mirrors across directions
    • “Confuses player’s direction”
  • Roof Design
  • Balcony provides sniper cover
  • Elevated areas only accessible by teleporter
  • Exposed sniping spots
    • Can target ziggurat
    • Vulnerable position
  • Critical Path Philosophy
  • Multiple valid routes
  • Encourages player experimentation
  • “Players can subvert paradigms”
    • Direct rushing
    • Risky jumps
    • Teleporter tricks

Map redesigns classic Facing Worlds with focus on balanced gameplay between different player types. Adds complexity and strategic options while maintaining core capture-the-flag experience.