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DM-SPACEMALL

DM-SPACEMALL

Unreal Tournament — Deathmatch Level Design

ROLE
Level Designer
TEAM SIZE
Solo
DURATION
2 months
ENGINE
UE5
GENRE
FPS
PLATFORM
PC

Research & Inspiration

The aesthetic was born from researching high-end brutalist architecture fused with 1980s retro-futuristic malls. Technically, I analyzed classic UT maps like DM-Rankin and DM-Deck16 to understand how verticality was used not just for combat, but as a traversal tool.

Reference moodboard image 1
Reference moodboard image 2

Design Planning

Fast Traversal

Ensuring unobstructed paths to maintain momentum during high-speed chases.

Vertical Combat

Leveraging multiple elevations to create distinct height advantages and risks.

Balanced Distribution

Strategically placing weapons to avoid dead zones and encourage exploration.

Multiple Routes

Preventing bottlenecks by providing at least three exit points for every room.

Clear Landmarks

Using architectural focal points for instantaneous player orientation.

Continuous Encounters

Designing compact, interconnected routes to reduce downtime between fights and encourage frequent player encounters.

Design Pillars

Fast traversal

Verticality

Movement flow

Leashing

Leashing

Gameplay ingredients

Gameplay ingredients

My Design Responsibilities

Level Design

  • ▪Level blockout and greyboxing
  • ▪Node-map development and route optimization
  • ▪Sightline, cover, and spatial readability

Gameplay Design

  • ▪Weapon, armor, and health pickup placement
  • ▪Jump-pad and lift traversal tuning
  • ▪Spawn placement and combat pacing

Testing & Iteration

  • ▪Playtest planning and observation
  • ▪Layout adjustments based on gameplay feedback
  • ▪Performance profiling and optimization

Node Map Evolution

V1
Node map v1

Observation

Central room was too large; players spent too much time searching.

V2
Node map v2

Action

Added a second floor and four jump pads to bridge the vertical gap.

V3
Node map v3

Optimization

Redistributed power-ups to fix central camping issues.

V4
Node map v4

Validation

I reviewed gameplay and minimaps recordings to assess player routes, encounter frequency and downtime. This informed my evaluation of V4’s layout and pacing.

Level Breakdown

Center Arena

Center Arena

Primary focal point housing the Shield Belt. Its exposed position creates a high-risk, high-reward objective

Cafeteria

Cafeteria

Sightline breaks and tight corridors for close-quarters combat specialists.

Tech Room

Tech Room

Medium-risk combat zone containing the Flak Cannon, connecting the lower mall to the main atrium

Art Gallery

Art Gallery

A long-range engagement zone designed for snipers and flanking maneuvers.

Spawn points

Spawn points

Positioned near outer-room entrances facing the central combat ring. Nearby weapons support quick re-entry, while sightlines into the ring guide players toward active encounters and reduce downtime between fights.

Playtesting & iteration Loop

Round
Key Finding
Action Taken
Result
01

Tested whether the level size supported the pace of a deathmatch

Reduced oversized spaces and tightened routes to increase encounter frequency

The layout became more compact and better suited to fast-paced combat.

02

Tested spawn locations for fairness, orientation and immediate exposure to combat.

Adjusted spawn placement around the map to reduce unfair starts and improve access to multiple routes.

Players could enter the match from different areas without one spawn providing an obvious positional advantage.

03

Tested weapon, health, armor and power-up placement, including how different pickups worked together.

Repositioned pickups and adjusted combinations to avoid creating overly valuable areas while encouraging movement between combat spaces.

Revised pickup placement encouraged movement between combat zones and created more varied encounters.

04

Assess whether the final layout supported competitive encounters across a full multiplayer lobby.

Conducted a full-lobby deathmatch playtest, observing player movement, combat locations, and kill distribution.

Kill counts were relatively close across players, and no single area appeared to dominate the match. This was an encouraging indication that the layout supported varied combat opportunities, although kill distribution alone could not establish overall map balance.

Final Level Production

Gameplay Demo
Top reference image
Bottom reference image

Project Outcomes

Achieved

Promising Combat Balance

Full-lobby testing showed relatively close kill counts and no obvious location-based advantage, suggesting the revised layout supported competitive encounters.

🚀
4 Playtesting Rounds
Intentional Playtesting

Iteration Impact — From Oversized to Purposeful

Four rounds of playtesting informed changes to the level's scale, traversal routes, spawn positions, and pickup distribution. The final layout was more compact, with clearer movement opportunities and fewer spaces that interrupted combat flow.

LEARNING

“Build from the player outward, not from the level inward. Starting too large made scale, traversal, and balance harder to control.”

What I Would Improve Next

I would conduct additional playtests with different player skill levels and track encounter frequency, spawn survival, and control of high-value pickup areas to assess balance more systematically.

Reflection

What Worked

  • Movement Chains

    Players naturally discovered infinite loops using wall dodges and jump pads.

  • Visual Orientation

    The central spire served as a recognizable landmark for navigating all sectors.

  • Weapon Pacing

    Weapon density supported the fast pace of Unreal Tournament combat and kept players moving between encounter spaces.

Biggest Lesson

The most valuable realization during this project was that addition is easy, subtraction is hard. The map only started to feel competitive when geometry was aggressively removed unless it served a specific mechanical purpose. Minimalism in level design is not about less detail; it is about clarity.

Final Reflection 2022