Parkway - Small-Scale Multiplayer FPS Map 

Project Length: 1 Month | Team Size: Solo Project | Tools Used: Unreal Engine 5, UE Multiplayer-FPS template 5 | Role: Level Design 

Overview:  a small-scale multiplayer PvP map, made in Unreal Engine 5, inspired by maps from Call of Duty.

Level Showcase:

Project Goal: My goal with this project was to initially spend 2 weeks doing a design study of a bunch of Call of Duty maps and then combine my research with some real-world references that I gathered beforehand to rapidly prototype a small-scale CoD map. I did spend the 2 weeks on the initial blockout and first few iterations, but I took some time to reflect on what I learned from the project and I made small adjustments over the following 2 weeks based on my own judgement as well as some feedback from others

Map Tour

Parkway_Demo.mp4

Design Goals

When I decided I wanted to create a small, 3-lane Call of Duty-style map, I started by writing up a list of interesting settings where a map could take place in, I then began looking across Google Maps for areas in those settings that I could use for reference. At some point, I came across a highway on-ramp (See Figure 03 below)  and the roads it overlaps, and for some reason, I was fascinated by it and wanted to try taking that small piece of something larger and adapting it into a map. I made it one of my design goals to not only try to extrapolate whatever I could from that reference but also to focus not on a 1:1 recreation but how to take that reference and apply it to something that puts gameplay first instead of how close it looks to the real thing. 


The best maps in all Call of Duty games tend to be the more chaotic, small maps that focus on funnelling the action into specific points and designing the rest of the map to lead players to those points while breaking up the paths with diverse routes and cover to make any engagement on any part of the map interesting. I wanted to capture that and apply it to my map by creating a map that has key focal points where all the action is driven but also has enough spacing, routes and cover to make any part of the map, capable of having an interesting gunfight.


After so many years of playing Call of Duty, it was easy to see how well the 3-lane works as long as the focus of the map's design is on how to add innovation and variety to that design theory. Throughout the franchise's history, fans have been back and forth on the general consensus on 3-lane design, but generally speaking, it always turns out well in the maps that make it somewhat of an afterthought to the unique twist that makes a map stand out. I wanted to try my hand at doing this by designing with 3-lanes in mind from the beginning to the final iteration while also putting emphasis on how I can make things stand out without feeling too simple and straightforward. It was my first attempt so I don't think I've quite got the hang of it, but I learned a lot from making this a design goal.

Level Design Process: 

Map Pre-Production:





Takeaways:



Early Prototyping & Testing: