Battle Dome - Third Person Shooter TDM
Personal Project

Role
Level Designer
Project Length
Done by
5 weeks
September 2023
Platform
Windows
Description
We learned that inside of this warehouse lay enemy forces with the useful documents needed to destroy them once and for all. All it takes is to eliminate their forces before they take the documents away. Engage in this team deathmatch to see who will prevail and who will perish.
Introduction
This game was a personal project inspired by my first job ever working at Team Combat which is a tactical laser tag place filled with interactive missions and a great experience. I wanted to recreate and modify the map they have there into a team deathmatch styled map!
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What I use:
I used Unreal's Lyra Project and the Modular Sci-fi Season 2 Starter Bundle in the Unreal Asset Store.
Project Details
What I did:
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Designed a map that fit perfectly in the TDM GameMode
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Placed weapons and health pickups throughout the level
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Encouraged a good balance of cover and open space on the map
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Blocked out and replaced using the sci-fi bundle
Project Summary
As I got into the project, I wanted to emphasized the amount of fun I had working and playing at Team Combat within the game. However, I wanted to improve the map and make it overall better in some fun ways!
Design Process
I worked at Team Combat for 3 years and it was by far my favorite job of all time. I was a high school senior working at a place where I felt I belonged and something that could help in my game designing prior to college. Team Combat has about 10 different game modes all from games like COD and Rainbow Six Siege. Due to how the Lyra Project is, I wanted to focus on Team Deathmatch considering it's already been made in Unreal's Lyra. I wanted to create my own map and fulfil the big "what ifs" in the level to make it more fun and to pursue my goals. One of the main things I thought with friends/coworkers was "What if we had second level towers?" On the Team Combat map, there are four sniper towers and they have great sightlines but what if I could extend that into the game? Since I worked on Lyra since the Vortex City project, I knew how I could accomplish these things.
Pre-Production
I immediately went back to some of my photos and videos from my time at Team Combat. I also took a visit back to my hometown to play some laser tag with the people I trained there. I wanted to see more of what makes this battlefield so exciting and fun for me to incorporate my playstyle into these games. Since I been working there for so long, I knew all the ins and outs of the map (so I thought). However, changes to the map were made! I was amazed and a little confused about the new map. It was rearranged so differently but it worked for the game modes. After playing a few times, I put all of my photos and videos together as references for how the level should be.




2D Design
Once I had a general idea of what made Team Combat's map so fun, I took it to paper to create my map for the first time. I wanted to incorporate some of the things that made Team Combat's map so intriguing. I made sure to include four sniper towers and a middle area full of action but I also decided to incorporate some second level towers for higher support from players who don't want to flank or stay on lower ground.

Layout
Once I was satisfied with the layout, I went into Unreal and began blocking out. I wanted to focus on giving equal sightlines for both teams despite not having the same cover for both sides. With my experience playing in real time, it aided me in this part of my process. Once satisficed with the blockout, I went in to replace the grey boxes with the sci fi bundle assets. There were some changes in terms of too much open space on the map, so I utilize having more barrels and debris as cover in these open spaces for players that like sneaking through without going through rooms.



Weapon/Item Placement
Once the map was complete, it was time to add weapon pickups for the players. In my original idea was to just have the weapons in the middle of the map to give a dodgeball type style to fight for the weapons you want. After feedback from playtesters, it was better if I placed them around the battlefield so they can have weapons before meeting in the middle. I also created a rifle variant weapon to make it essentially a sniper rifle without the first person scope. I decided to put that up on the second level tower as a reward from escaping combat. It gives those players a chance to raise their K/D.

Final Results
Challenges and Iterations
Challenge #1: Creating the sniper rifle
Playtesters requested that a sniper rifle would make the game more enjoyable especially since there are sniper towers everywhere. It was difficult to figure out how I would do this.
Solution: I decided to duplicate the assault rifle and make it a one shot with a max ammo count of 6 and making it semi auto with one shot before having to reloading.
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Challenge #2: Positions of Teleporters
In order for players to get to the second level towers, they have to go through the teleporters. However, it was hard trying to figure out about the amount of teleporters that should be in the game.
Solution: I kept it simple! I had only two on the ground to get up top and then I connected the teleporters to both sides so if players want to kill the camper from the other side.
Final Thoughts
This level was surreal to make. My friends joked with me for a while about turning that job into a game and to do it just makes everything much better!