

Multiplayer Levels
A Closet of Multiplayer Levels
Multiplayer Level Design Focused Projects
CTF - Stronghold
Project Introduction:
Stronghold is a "Catch the Flag" multiplayer shooter map created for Xonotic. It is compact and has a fast-paced level structure. The map features:​
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Competition for the control of sniping spots
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Stealth paths leading to flags
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Jump pads enhancing fast-paced attacking
Engine: Netradient (Quake 3)
Mod for: Xonotic
Work Time: 3 weeks
Team Size: Individual
Play Time: 15 - 30 minutes
Design Process.

I quickly built the layout following my level design document to test out the space scope and size. By setting up waypoints for robot players, I proved my level concept is feasible, and I can move on to the next stage.

In this level iteration, I filled in brush details to optimize the combat flow and rounded off most corners to prevent the player from getting stuck when moving backward.

In this final version, I filled in decorative elements to make all combat areas aesthetically pleasing. At the same time, I balanced the supply placement through player testing.

I quickly built the layout following my level design document to test out the space scope and size. By setting up waypoints for robot players, I proved my level concept is feasible, and I can move on to the next stage.
TDM - Great Raising
Project Introduction:
Great Raising is a "Team Death Match" multiplayer shooter map created for Xonotic. It has a fast-paced level structure and engaging looping flow. The map features:​
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A huge elevating platform moving up and down
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Multiple teleporters looping moving flow
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A central killing zone containing plentiful rewards acts as a "choke point" for both teams
Engine: Netradient (Quake 3)
Mod for: Xonotic
Work Time: 2 weeks
Team Size: Individual
Play Time: 5 - 15 minutes
Design Process.

It was the first time I had created a multiplayer level. I came up with the concept of having a giant elevating platform in the middle of the map. Circulating around this concept, I designed the level map and planned the placement of all supplies and level elements.

In the whitebox iteration, I created a static blockout in the editor to test planned level scopes concerning the player matrix. I used color contrasting to hint at differences to help the testers distinguish where the alliances and enemies will spawn. Meanwhile, I finished the balancing of supplies placement according to player testing.

After fixing the map layout, I optimized the brushes' details according to player feedback. I rounded off most 90-degree corners to allow the player to have smooth locomotion while combating. I also prepared blockings of sightline to prevent the long-ranged weapon from being dominant. After that, with texture swapping and BSP modeling, I turned the level into a space station with pleasing decorations.

It was the first time I had created a multiplayer level. I came up with the concept of having a giant elevating platform in the middle of the map. Circulating around this concept, I designed the level map and planned the placement of all supplies and level elements.