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First Person Shooter

Palmara

Introduction

Palmara is a multiplayer capture-point level inspired by modes from Call of Duty, created to help me practice and grow my understanding of competitive level design. My goal was to build a clear and balanced space that supports smooth player flow, easy rotations between objectives, and interesting tactical decisions.

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Through this project, I focused on how spawn placement, sightlines, and layout shape player choices and the overall match experience.

Project details

  • Developed in 3 weeks

  • Unreal Engine 5

  • Level Design

  • Blockout

  • Layout Iteration

  • Spawn Placement & Balancing

  • Sightline Planning

  • Combat Space Design

  • Player Flow Design

  • Asset used: ...

Pre-Production

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Trello notes

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First 2D plan

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First 2D plan

(blockout)

During pre-production, I created a 2D layout to define the overall structure of the map, using color coding to break down objectives, routes, sightlines, and key gameplay spaces. I kept visual notes on essential multiplayer design elements and used a task board to organize priorities, helping establish a clear plan for iteration and implementation before moving into the engine.

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Paper Design to Final Level

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Final

Blockout Process

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During the blockout phase, I worked iteratively with a focus on player flow, clear objectives, and balanced engagements. I ran regular playtests to adjust routes, sightlines, and spawn areas, improving pacing and fairness over time. My goal was to build a clear and cohesive layout that supports different combat situations and encourages smooth gameplay.

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1. Overview

Left lane overview

  • Defined lane with a strong chokepoint

  • Supports flanking routes

  • Mixed indoor/outdoor cover

  • Balanced sightlines

Walkthrough

Middle lane overview

  • Central “no man’s land” with capture point B

  • High-risk, high-intensity engagements

  • Supports aggressive rush playstyles

  • Multiple paths with varied cover

Right lane overview

  • Strong sniper vantage point

  • Multiple flanking routes

  • Indoor and outdoor cover variety

  • Long sightlines for ranged play

2. Corridors

 

Gameplay & Flow Design

  • Designed to support a wide range of player playstyles

  • Balanced lane design for varied combat scenarios

  • Multiple alternative paths leading to key objectives

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  • Layout encourages natural and intuitive player flow

  • Openings promote dynamic and unpredictable engagements

  • Verticality used to shape and control sightlines

3. Objective routes

 

Spawn A to point B

 

Spawn C to point B

 

  • Equal travel time from both spawns to capture point B

  • Ensures fair and balanced objective access

  • Prevents early positional advantage

  • Supports competitive gameplay integrity

 

Spawn A to point A

 

Spawn C to point C

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  • Equal travel time to nearby capture points

  • Reinforces fair early-game positioning

  • Establishes consistent match pacing

 

Spawn A to point C

 

Spawn C to point A

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  • Balanced travel time to opposing objectives

  • Refined through iterative playtesting

  • Supports fair decision-making across routes

4. Combat spaces highlights

 

Covers

 

Capture points

 

Entries

 

Verticalities

Level Design Techniques

Combat ranges

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By controlling combat ranges, a level can support different weapons, influence player behavior, and create dynamic engagements.

Player behaviours 


Player behaviours focus on anticipating how players will move, fight, and make decisions, allowing the level to better support gameplay and strategy.

Cover types


Cover types define how players protect themselves during engagements, influencing positioning, survivability, and tactical decision-making. A mix of cover creates more dynamic and balanced combat.

Line of sight 

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Managing line of sight ensures players encounter threats and objectives as intended, balancing visibility, engagement distance, and tactical positioning.

Vantage point 


Strategic vantage points create moments of control and tension, encouraging players to move thoughtfully and exploit height or visibility.

No Man’s Land 


The No Man’s Land creates tension and strategic choices, forcing players to balance risk and reward while moving between objectives.

Chokepoints 


Chokepoints guide player movement into narrow areas, creating intense combat moments while controlling engagement flow and rewarding tactical positioning.

Verticality


Vertical elements create dynamic gameplay by giving players elevated positions, ambush opportunities, and alternative routes.

Showcase

Closing Thoughts

Designing this map allowed me to apply and refine key level design techniques such as line of sight, cover types, chokepoints, verticality, and no man’s land, while deepening my understanding of how to guide player movement, create tension, and craft engaging combat experiences.

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