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5v5 Team Deathmatch

Emily Hill
Concept 3

Map 3

Gameplay 5

Implementation 5

Schedule & Goals 6

References 6
Concept

The idea behind this project is to focus on level design within a city setting, for a

team deathmatch mode. The scope of the level will be a timed 5v5, with spawns located

around the symmetrical map. The winning team will be the one with the most kills by

the end of the match. Unreal Engine’s “shootergametemplate” will be used in its team

deathmatch setting.

Map
This early concept map shows what was originally intended to be the ground floor

for a 4v4 match. Teams were originally supposed to have team spawns across the map

from each other. This was then scaled up into a 5v5 match, with individual spawns

spread throughout the map.

The updated concept (shown above) made in Unreal showcases a clearer end

goal for the project. The map of the city is still symmetrical, however the changes in

spawn points allow for more asymmetry to be possible. At the center of the map is a

park that players may cut through for the quickest path to the opposing side. Players

may also choose to use the underground subway stations to travel below the map.

Players wishing to scout out a better spot may head to a parking garage, where they may

aim from any of the five floors. Other buildings players may check out are banks,
apartments, and more. These areas all offer different ranges of protection and pickups,

providing a scale of risk and reward to the teams.

Gameplay

The main gameplay goal is for the player’s team to end the match with the most

kills. PvP is not allowed on teams, so players must go searching for the opposing team.

The characters give off a sci-fi tone and have a floatiness to them that can lead to no fall

damage and tricks using a rocket launcher. The players have a standard gun preloaded

with ammo, and an empty rocket launcher. Ammo for either gun can be found across

the map within buildings. Health pickups may be found in plentiful amounts across the

map, but have a cooldown timer along with other pickups. When a player dies, they are

sent to a random spawn point that is protected from enemy fire. By project completion,

multiple players will be able to choose their teams. Any remaining slots will be filled

with AI bots.

Implementation

This project will be made in Unreal Engine 4. It will be an individual project. The

gameplay will come from the team deathmatch setting within the shootergametemplate.

Environment assets will come from Modern City Downtown with Interiors Megapack,

and any additional art packs found on Unreal Marketplace.


Schedule & Goals

Early concepts and work on the map began in May 2020, with whiteboxing and

most scripting being completed by August 2020. From August 2020 to December 2020,

the goal is to revise the design and complete detailed art passes on the project. The end

goal is to have the level packaged and playable, with the process documented as a

portfolio piece. This level would potentially be bundled together with a previous PvP

Deathmatch.

References

Mario Kart 7’s Wuhu Town stage was the

reference for having a battle stage with streets

on the outsides and an open center.

Super Mario Odyssey’s New Donk City world

was the reference for the slight pops of color

within a city level.


Spider-Man PS4 concept art

was used as a reference to

the scale of the overall

environment, including

beyond the level borders.

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