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My work :

CodGuy

I decided to give myself a new challenge:

What about designing a
multiplayer map for Call of Duty: Black Ops 6 (combining "COD's boots-on-the-ground combat" with omni-movement mechanics) that can be played in both 6v6 and 1v1 matches?
To achieve this, I used the
COD4 Radiant Engine to create a playable blocky version of the map.

Here is the result:

The Abandoned Embassy is a medium-sized multiplayer map designed for intense, fast-paced 6v6 combat, while remaining versatile enough for smaller-scale matches like 1v1 duels. Set in a war-torn, dilapidated embassy shaped like a U, the map immerses players in a gritty, atmospheric environment.

The design skillfully balances
verticality and open lanes to cater to a variety of playstyles. Players can engage in close-quarters combat within the narrow halls and rooms of the embassy or opt for tactical mid-range firefights in the open courtyard.

A standout feature of the map is the
closed bridge connecting the upper floors of the U-shaped structure. This key strategic point serves as both a vital traversal route and a dominant control position. Holding the high ground here allows players to influence the flow of the match and gain a significant tactical advantage.

Capture d’écran (2).png

I first started by regrouping as much informations as possible that could help me create the map. Mainly composed of visual landmarks that could guide me in the right direction.

AI_GeneratedImage

And here is the version of the map in the engine :

1st Floor:

The first floor is where the defending team spawns. They have multiple paths to choose from to engage the enemy team.

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Att_Spawn
Top

2nd Floor:

The second floor is where the attacking team spawns. They have several paths and multiple locations to hold down and defend against the enemy team.

Def_Spawn

The POIs :

The middle bridge offers a significant advantage to whoever controls it. It serves as a strategic path for moving between both sides of the map and provides an elevated vantage point to observe activity below and on the second floor.

Capture d’écran (2).png
Capture d’écran (8).png
Capture d’écran (13).png

The east and west wing both provides close quater environments for the player. While being built simetrical, they are not the same.

EastLow.png
WestLow.png

East wing - 1st Floor

1st Floor - West wing

EastUpper.png

East wing - 2nd Floor

WestUpper.png

2nd Floor - West wing

EastUpper1.png
GoalAndAchievement

Improvements and Next Steps:

- Conduct Closed Playtests: Run multiplayer playtests to gather gameplay data, assess balance, and fine-tune the design to enhance the player experience.

- Optimize Lighting: Adjust in-engine lighting for better visibility and to enhance the map’s atmosphere.

- Polish Visuals: Apply final textures and models to complete the map’s aesthetics.

- Reflect on Player Flow: Document insights from playtesting regarding movement flow and chokepoints, applying them to refine future map designs.

- Improve Scripting Skills: Add interactive lights in certain areas of the map and implement interactable doors.

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