Acidic Forge First Person Shooter Map

This first person shooter map was made during a intial level design test I took with Hi-Rez Studio awhile ago. I spent a lot of time playing the Siege game mode in Paladins and spending time designing a map that used verticality and tight spaces to give players options when appraoching objectives and other players. The original idea for this level came as I wanted to mix fantasy with a bit of a sci-fi feeling so I placed the acid tubes around and wanted to incorporate the idea of the environment being a mine within a volcano that was started by a group that worships Yagorath, The Devourer. I used various moving platforms and catwalks to give verticality to the level and mixed that into a map that has a bunch of narrow alleyways and a bunch of statues and support columns that align the main road that players will need to use to move the payload.

Initial Map Design

Initial design of the Acidic Forge Map

The map was made in photoshop and I tried to keep a symetry to the map but make each area different enough where there could be different paths being taken by each team. The whole map revolves around the center plaza where the catwalks come together and offer some strategic spots for both players on and below the catwalk. I also made sure a few buildings where right up against the catwalk so players can enter and leave different interiors and also access the catwalk easily from within the buildings.

Images

Oveview scene of the blue team spawn of the forge area. I animated the humanoid figure myself to sell the action of a giant mining in the background. The central space in the map, this area is where the players must capture the point to activate the payload. I designed a giant circular catwalk in the center and have plenty of ways players can travel up to get a height advantage over the opposing team. The bottom area of the circular center of the map. I designed the map to include many different areas for cover so players would always feel like there is somewhere to back into in case they are being fired upon. A nice little side building that has a giant stature in the middle of the interior. I wanted to play a lot with interior space and make each interior accessible from both the bottom and top sections of the level. One of the smaller side alleys that align the main objective path. I spent some time designing these interesting looking platform spots players and use to quickly jump up onto the catwalks. Another view that is overlooking the central area of the map. I did make a giant acidic bucket that hangs from the top of the volcano. The idea is that the giant bucket pours acid into the payload and the payload delivers it to the different objectives. A closer look at some of the obstacles I place at the bottom area of the level. I made support structures for the catwalk, some gates for the payload to pass under (A few of them are damaged), small statues that align the main road and various boxes the player can use for cover.