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

Tightening the geometry to ensure players meet every 15-20 seconds.

Design Pillars

Fast traversal

Verticality

Movement flow

Leashing

Leashing

Gameplay ingredients

Gameplay ingredients

My Design Responsibilities

Level Design

  • Blockout and Greyboxing
  • Node map pathing optimization
  • Sightline and occlusion management

Gameplay Design

  • Weapon and item placement logic
  • Jump pad and lift physics tuning
  • Health/Shield pickup economy

Production

  • Continuous playtest coordination
  • Rapid iteration based on feedback
  • Performance profiling in UE5

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

Flow confirmed via smoke tests; encounter rate hit 18-second target.

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.

Better and more interesting player encounters and variations.

04

Validated whether the final map scale supported full-lobby deathmatch

Conducted a full-lobby deathmatch playtest.

The final full-lobby playtest produced relatively close kill counts across players, with no clear advantage tied to a specific area of the map. This suggested the final layout supported reasonably balanced encounters.

Project Outcomes

Achieved

Balanced level

Kill counts remained relatively close across players, with no clear advantage emerging from a specific area of the map. This suggested that the level layout, routes, and resource placement provided players with a reasonably balanced opportunity to compete.

🚀
4 Playtesting Rounds
Intentional Playtesting

What worked

  • ●Architectural silhouettes as landmarking.●
  • Tonal contrast for objective highlighting.●
  • Asymmetric layout design to prevent cognitive mapping fatigue.

ITERATION IMPACT

From oversized to purposeful Playtesting helped identify unnecessary space, weak encounter routes and uneven item distribution, leading to a more focused final layout.

LEARNING

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

Final Level Production

Gameplay Demo
Top reference image
Bottom reference image

Reflection

What Worked

  • Movement Chains

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

  • Visual Orientation

    The central spire served as a perfect North Star 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 2024