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V1 :
The challenges :
The achievement :
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Design an interesting map.
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Design a map that could potentially be in the game.
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Design a good and balanced map.
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Design a map with its own theme.
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Designing a good map with it's own theme
With a classmate, we decided to work on a personal but still collaborative project on a game that we both love : For Honor (Ubisoft) - 2016
This project would allow us to train our hard skills and soft skills. Here are everyone roles :
Pablo BILLET HERVOCHE : Project Documentation
Lucas BROUILLARD : Level Designer

So my role here as a level designer was to create a ‘’level design blocky’’ for map that could be found in For Honor.
I therefore used Unreal Engine 5.2.1 to create my blocky.

But before arriving at a result like this one, I proceeded to several iterations of maps as below :
As you can see on those two iteration, I wanted to keep the idea of that the player is surrounded by hostile terrain (here is the water = instant death).
I also kept the vantage point on A (tower) which allowed the player to gain informations on B and on the rotation toward A.


Here is the V1 of the map : Here is the V2 of the map :
I've also made sure that point C is always lower than point B than point A.
The biggest problem I've encountered is that I've tried to break the basic 3-line pattern that all games use.
It took me some time (and a few failures) to realize that if everyone uses it, it's because it works pretty well. So why reinvent something that already works ?
That's why, in the final version, I've kept the same basic layout, but added optional routes designed to break the repetition in the player's gameplay.

This is how I designed all the POIs (points of interest) on my map :
The player spawn has a very simple but effective layout :
3 doors leading to the 3 main POIs on the map (A, B, C).
All spawns are identical. The only thing that changes is their height (one is higher than the other).

A point :
A point is based on a semi-destroyed watchtower, at the top of which is the capture point.
The player has the option of fighting his opponent at the top of the POI, making him vulnerable to aerial attack.
Or he can choose to fight inside. The only problem is that the player will not be able to capture / contest point A.
And if the player prefers to fight outside, where fewer people can see him, there's a balcony behind point A where he can fight.

B point :
Point B is located in a large, almost completely destroyed tower. The capture point is at its center. This is where the player may encounter minions, as this POI is the only one where AIs fight for the control of the POI.
This point has a total of 4 entrances (crosses) and 1 balcony where the player can fight, but above all push his enemies into the abyss.

C point :
Point C is located to the south of the map. It is a military port where ships are prepared for battle.
This POI has 3 entry points :
1 for each side of the spawn and 1 which allows the player to rotate towards B (middle of the map). Here, the player will have to be careful with his positioning if he doesn't want to end up in the abyss.

The rear area :
The "rear" area is what separates the spawn zone from the main POIs (A,B,C).
These zones act more like rotations, but can still be used for combat.
I've tried to diversify these zones as much as possible so that the player is able to use any style of gameplay.

V2 :
Hello again, everyone!
It's been some time since I talked about the V1 of the map concept "The Outpost" for For Honor.
I'm back now with a V2 of the map, where I've tried to learn from my past mistakes and apply what I've learned about level design during this time.
I'm happy to finally be able to talk about the V2 of "The Outpost" map.
For V2, I tried to combine a real-life location with engaging gameplay. That's why I took inspiration from a fort located in the north of France called "Fort La Latte."
Here is a quick introduction to what is the Fort La Latte:
Fort La Latte is a stunning medieval fortress located on the coast of Brittany in the north of France. Built in the 14th century, it stands on a rocky promontory overlooking the English Channel, offering breathtaking views and a strong strategic position. The fort has a rich history, having been involved in various military conflicts over the centuries.
Today, Fort La Latte is a popular tourist destination, known for its well-preserved architecture, including its imposing towers, drawbridge, and thick stone walls. It has also served as a filming location for several movies and TV shows due to its picturesque and authentic medieval appearance. The fort’s blend of history, culture, and scenic beauty makes it a must-visit site in the region.
As you can see with the pictures below, I tried to recreate some part of the fort in unreal engine using a plugin called "Cesium".


Cesium allowed me to integrate Google Maps technology into Unreal Engine 5.2. This enabled me to capture the scale and overall shape of the fort.
Afterward, I set the real-world details aside and focused on the level design, where I worked on designing POIs (Points of Interest) and connection paths. The final result is shown in the picture on the right.
Here you can find a selection of screenshots taken directly from Unreal Engine, showcasing the detailed recreation of the fort and its surrounding environment. These images provide a glimpse into the careful attention to detail that went into replicating the structure and landscape, capturing the essence of the fort’s historical architecture.



Let's talk about level design shall we ?
As my For Honor map aims to be a Dominion gamemode map (Capture and hold the flags : 3 flags), I started by choosing where I wanted to place my 3 flags.
Then I tried to design 2 main path and a third alternative path for each team to travel the map faster.
I tried to make each main path last for around 10 seconds of travel time from a POI to another.

After doing so, I focused less on the macro level design of my map and more on the micro level design (cover placement, the feel while playing the map, etc.).
Then, with the help of Jonathan Brousseau (Senior Level Designer who worked on For Honor), we found that the map could be improved in terms of traversal while maintaining the identity of the design.
Here is the updated and final version:

Here are some pictures of Fort la Latte :



Well, that's it! If you've made it this far and have read everything from the start of V1, it's been a great journey to design a For Honor map using Unreal Engine 5.2.
I hope you found this design interesting, and if you have any suggestions, feel free to reach out to me on LinkedIn or by using the website's built-in chat box on the right side of your screen to share your thoughts on the project/map design.
Thanks again for reading all of this, and special thanks to Pablo and Jonathan for assisting me with the V1 of the map.
See you around!
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