So Long GDC 2025!
About:
PowerPlant Is a multiplayer map for Lyra set in a 1930s Coal Generation Plant on the eastern seaboard. The map is designed for play in the capture game mode, In which two teams of two players are tasked to fight over three control points, split into three distinct areas that escalate in verticality as the player transitions between them.
Role: Level Designer
Team: Solo
Engine: Unreal Engine 5
Platform: PC
Dev Time: 2 Months
Timeframe: Mar-May, 2023
Utilizing Unreal Engine 5 and the Lyra Starter Project, I aimed to create a map with a more conventional layout similar to that of modern three-lane shooters but with an added layer of verticality. My goal was to create a map with 3 distinct sections varying in elevation, with each section having a capture zone in a closed or receded area that could be overlooked and accessed by an upper catwalk that can view each area.
When I started conceiving the project I had been playing a lot of the domination game mode in Call of Duty. I felt that a lot of the maps were relatively flat and didn’t offer a lot of variation in their engagements on a vertical level, and due to the similarities with Lyra’s Capture mode, I saw an excuse to improve upon the layout of that type of map.
My first iteration of the map was perfectly symmetrical (with the only difference being the increase in elevation between each area) and was very unbalanced because of it. Since players spawning on the lower section of the map were left fighting a constant uphill battle to gain control of each section they would often end up running overwhelmed by enemies descending from the catwalk. To remedy this, I unmirrored the map, giving the lower more substantial cover and allowing players to jump up to the catwalk to give players the high ground on anyone in the lower middle section.
With Power Plant being designed as a three-tiered map, I utilized the transitions from one section of the map to another to funnel players toward the capture points to encourage combat and vantage points overlooking areas for scouting. From the center section of the map, the player is able to move to the outer sections through either the two tunneled ramps on either side or by going to the upper catwalk which rings around the room and then connects to a balcony that overlooks the outer section.
The capture points themselves are positioned in locations that give ease of access for players who are just spawning in to be able to capture the nearest point almost instantly, giving them a quick foothold for the corresponding section of the map. The center point was designed to be the main point of contention for most firefights, and with it being positioned at the lowest point of the room, those attempting to capture it are left extremely vulnerable from above. However, once they are able to take control of the center point, capturing the outer points is made much more accessible.
From the project, I learned a lot about how the iterative design process affects level design and when to make big decisions when overhauling a layout. As the final version of the map was the sixth or seventh iteration, I recognized when a major rework or design change was needed and put my knowledge to the test to create the final and most enjoyable iteration of Power Plant.
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