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SUBWAY is a personal project in which I designed a multiplayer map with Call of Duty: Black Ops 6 in mind. For this project, I used Call of Duty 4’s Radiant engine.

Here is a gameplay video of SUBWAY:

My role on this project:

I worked as a
level designer on this project. I designed the map flow and then implemented it using Call of Duty 4’s Radiant engine.

Let’s dive into my work, shall we? :)

Subway is a medium to small-sized multiplayer map designed for intense, fast-paced 6v6 combat.
Set in a
subway station located within a warzone, players fight across two distinct levels of the station. They can also use the inactive subway train, abandoned on the tracks, to flank their adversaries.

My goal was to create an "
endless" map flow.
I wanted players to
move through their current floor, then transition to the next one—either lower or upper—and continue progressing. Once they finish exploring or fighting on that floor, they would return to the previous one, repeating the cycle until they die or reach the end of the game.

The design aims to skillfully balance areas tailored to specific playstyles while allowing players to adapt to their own preferences. For example, the interior of the train encourages close-quarters combat, while the station platform supports mid- to long-range engagements.

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Map overview mosaic

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Marines' main spawn

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OpFor' main spawn

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Marines' secondary spawn 

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OpFor' secondary spawn

For this map, I decided to try something new that I think could be interesting to see in future Call of Duty maps. I chose to split the default team spawns for both sides.

Since this map is played across
two levels, it gave me the idea to place three players from each team on the upper floor and the other three on the lower floor.

I still aimed to maintain the
traditional "three-lane" layout when exiting the spawn areas, offering players enough paths to choose from without overwhelming them with too many options, allowing for quick decision-making.

This time, I wanted to try something a bit different—something I hadn’t used in any of my previous map projects. I decided to add bulletproof windows on the upper floor. The goal was to fix some potentially problematic lines of sight and to add a new layer of gameplay. These windows let you see the enemy without being able to shoot them, unless you choose to expose yourself by moving into an open position—at which point you also risk being seen and fired upon if you were not already spotted.

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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.

- 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.

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