top of page
Landscapeheader.png
Star Wars Inspired Gun Game multiplayer map

I have my level design roots in creating fun multiplayer maps for me and my friends. 
With UEFN I have a good opportunity to do so and to host regular playtests to create a good and rewarding experience.

I set out on a shorter project for making a fast paced, balanced and easy to learn map utilizing the chaotic game mode of Gun Game.
While giving 
myself a good chance of familirizing myself with Verse by scripting the game mode and weapon progression.

​

Gun Game

Each player starts with the same weapon. Eliminating an opponent uppgrades your weapon to the next weapon in a fixed order.
Every player must goes through the same order of weapons. First one to get an elimination with every gun on the list wins the match.


During my time playing Fortnite I've identified certain assets with a distinct Star Wars feel about them. So it was an easy choice and a good source of inspiration to set my map in the universe of Star Wars, and more specifically on the planet Tatooine. With the sand covering each settlement, the red cliffs creating vistas and can serve as guide marks for the players to the circular buildings creating interesting opportunities for combat around them. 

Project features:

  • Made in about 3 weeks using UEFN

  • From a blockout to replacing buildings and propping with existing assets

  • Emmulate the feeling of a known universe

  • Verse game mode scripting

  • Balancing

    • Map balancing​

      • Necessary pathways for disengaging combat

      • Zones to easy to hold and defend creating an advantage

      • Fair player spawns

    • Game mode balancing

      • Weapon progression​

      • Weapon order bottlenecks for a more even playing field

  • Hosting playtests

ThurbaKraytOverview.png
441822824_981176170331614_7026869967347724572_n.png
The process of making a multiplayer map

I based the initial blockout on a sketch of the original idea of a circular center piece. I made sure the blockout had a solid sense of scale and a bar 30 second sprinting distance from the two furthest points, preventing too long of a time span before reengage in combat. The oval center piece creates a hot spot with a good flow of action around it. Offsetting it a bit from the absolute center of the makes the map more assymetrical which helps out with creating a mental map for the players. Due to the more casual nature of the game mode there is no immidiate advantage of holding the tower. If anything it leaves you more exposed as the line of sights towards it are more prominent than other points of interests across the map. 

436753733_2293270624398079_9095503702302555793_n.png
Room to recover

The layout consists of the generic three lane design. 
After spawning you understand right away the way to navigate the map. There is never more than three decisions to be made about where to move and where opponents can be. 
Using this specific layout design enables quick pathways to disengage from combat if needed and recover. Additionally, these merging pathways creates locations where the more close range weapons gets room to shine compared to the longer line of sights. 
 

440763183_7546887838710721_1646832567794619217_n.png
Navigating the map

Each zone and it's adjacent buildings are color coded to further help the players to orientate themselves. Every building interior features a simple and intuitive layout to lead the player towards the action.

Weapon progression bottlenecks

I hosted a couple of playtest sessions (video below) together with friends to lock down the weapon progression. To make the experience as fun as possible the progression features certain bottlenecks to even out the matches. By adding more challenging weapons after a few more easier-to-handle ones it created interesting and memorable moments during each game.

Reflections

It has been a ton of fun to be able to create and play a map with such a fun game mode with close friends. I've listened closely and taken their feedback into accout to balance the map and progression, which has led to an overall better experience.
 

I do think I might have leaned just a little bit too much into making a balanced and fair map considering the more casual game mode.
The most outer parts of the map rarely sees any action. But on the other hand provides more safe spawning points which minimizes frustration from dying due to unfair positioning. 


If you have played the map and have any feedback, feel free to let me know.
Thank you for reading!

Code: 1555-9810-7503

bottom of page