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April 2020

diagon alley ctf

Platform: PC
Engine: Unreal Editor
Team Size: 1
Duration: 2 weeks

During April, 2020 of my second semester of the Game Level Design program at Sheridan College, I was given the assignment to create an Unreal Tournament 3v3 Capture the Flag map inspired by a popular culture reference. The project took roughly 2 weeks to complete. First I created a Level Design Document and then moved into the editor to grey box a map.

 

I choose to base mine off of Diagon Alley in Harry Potter. Stylistically, I wanted to capture a space that felt slightly cramped like Diagon Alley, and had moments of feeling unsafe and exposed like in Knockturn Alley, the evil wizard part of the area.

MAP OVERVIEW

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UPPER LEVEL

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LOWER LEVEL

CIRCULATION

CIRCULATION

TOP LANE (LOWER LEVEL)

View after player spawns in 1 of 3 possible locations.  Player emerges from a small hallway, good cover and chance to see all exit paths if enemy team is escaping with team's flag.

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The player moves forward to light coverage in between their base and the neutral zone.  Player can defend their flag from this location or proceed to the enemy flag.

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The player proceeds to the enemy flag located at the Lower Level entry vestibule. They have little cover giving the enemy team a chance to defend the the open entry zone of their base.

3C.PNG
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CENTRAL TOWER

The Central tower holds the only Rocket Launcher spawn point. This tower is equidistant from either team's base and can be used offensively or defensively. When shooting, the player will be exposed allowing the other team to counter and prevent tower camping.

UnrealTournament_TowerDiagram.jpg
CTF Rocket Launcher.gif

CIRCULATION

MIDDLE LANE (LOWER LEVEL)

The central player spawn point allows for a quick return to action. Players spawn to see if the status of their flag, giving the player a chance to chase down enemies or defend their flag.

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The Mid building has dual staircases that allow players to avoid direct fire from below. Players can attack others entering the tower through a window or hop down on enemies from above.

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After exiting the Mid building, Players can get moderate cover before engaging the enemy base. They are open to immediate fire from behind if they do not check the side passage.

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UL3_UnrealTournamentMapCirculation.jpg

MID BUILDING

The Mid Building in the neutral zone allows for several opportunities of PvP engagement. There are 5 entry/exit points including the overpass that leads to the bookstore building next door. This passage is angled to allow shooting from the various doorways and outside passages.

UnrealTournament_MidTopBuildingDiagram.j
CTFSideBuilding.gif

CIRCULATION

BOTTOM LANE (LOWER LEVEL)

This building allows the Red Team to defend their flag as enemies exit the neutral zone and aim for their flag. The wide doorway allows players to attack enemies if they capture the flag.

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The open space allows for both teams to engage with little cover. Red team exits the safety of their base to pursue fleeing enemies or to venture forward into the daunting neutral zone.

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The closest neutral building along this path has a bookshelf to prevent a straight sight line to the enemy base. A surrounding upper balcony allows for ambushes from above.

3A.PNG
UL2_UnrealTournamentMapCirculation.jpg

BOOKSTORE

The Bookstore has 3 possible entry/exit points, but ambushes from the above surrounding balcony are likely. Players must take caution when running through as enemies can shoot them from above and jump down and pursue.

UnrealTournament_Bookstore.jpg
CTF bookstore.gif
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