Multiplayer PVP Level Design
Multiplayer PVP Level Design (CTF Mode) - Unreal Tournament 4 Editor
Multiplayer PVP Level Design
TL;DR — A Capture the Flag multiplayer PVP level built in the Unreal Tournament 4 Editor over four months (~144 hours), designed around two small bases, a large midground, and branching alternative routes that push players toward meaningful offensive-versus-defensive decisions. Line-of-sight blockers rearrange paths per team, though an unaligned grid caused mesh clipping and lighting problems.
This project is an archived student project, the content here is considered obsolete.
Walkthrough
Brief
- Engine: Unreal Tournament 4 Editor
- Duration: 2018/10 - 2019/2 (4 months)
- Total Work: ~144 hrs
Screenshots
Post Mortem
What Went Well
- The layout design is organic and encourages players to roam around the level
- The layout encourages players to strategically play offensive or defensive move
- The aesthetic is consistent
- Two small bases, one giant midground, multiple branches, and alternative routes, push players to make a meaningful decision
What Went Wrong
- The unaligned grid results in mesh clipping and lighting problems.
- Lack of post-process effect
- Interior lighting needs polish
What I Learnt
- Multiplayer PVP level design is to encourage both players to make meaningful choices
- LoS blockers help hide and rearrange different paths for both teams
Cite this post
Jayden Zhang. “Multiplayer PVP Level Design.” Jayden Zhang’s Blog, December 7, 2019. https://www.jaydengames.com/posts/ut4/
BibTeX
@misc{ut42019,
author = {Jayden Zhang},
title = {Multiplayer PVP Level Design},
year = {2019},
url = {https://www.jaydengames.com/posts/ut4/},
note = {Jayden Zhang’s Blog}
}
This post is licensed under
CC BY 4.0
by the author.




