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Role

Level Designer

Game Engine

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Gameplay Type

FPS Multiplayer

INTENTIONS

I wanted to focus this design on different height variation throughout the layout since in the original Valorant maps, I feel that it is a neglected aspect that can be explored even further. I truly think that it adds a layer of complexity to the gameplay. Having this height disparity in the map makes the testing and balancing even more important.

As for the architectural style of this design, I wanted to go for classical Japanese structure mixed with modern industrial buildings. 

The base rule I set myself starting this design was that the defenders should always have the high ground and attackers would have multiple solutions to play against this massive advantage.   

TOPDOWN

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LEVEL DESIGN TOOLKIT

I carefully research Valorant metrics to develop a level as close as possible to Riot Games high standards.


Considering the fall damage in a high ground focused level was a primary constraint.

Establishing a color coding for easy readability of the layout
 

MODULES

I developped multiple small spaces of gameplay to experiment and find what  feels the most right for a competitive FPS

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LINE OF SIGHTS

One of the most important things to keep in mind while developing for multiplayer map are line of sights. Unbalanced line of sights can lead to a dominant strategy which is what you want as a designer to avoid at all cost. I balanced those different spaces meticulously with blocking in a realistic way that fits the architectural style I chose.

ATTACK SPAWN

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DEFENDER SPAWN

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DESIGN DECISIONS


One very important thing I consider is that when defenders needs to make an aggressive move to retake a site, they will at multiple spot on the map, take falling damage.

 

While it can be really rewarding for the defender to jump down from a higher position and suprise the enemy, the fall damage will be an important factor in the result of the encounter. I think I achieved creating these high risk, high rewards situations throughout the map.

I also considered the different abilities available in the game that can influence navigation and mobility of the playable characters.  

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Since the middle of the map gives access to multiple angle to attack bomb sites, I wanted to make sure that the team that achieve taking control of this part of the map would feel rewarded with faster rotations and more options to either defend or attack sites.

 

Pushing from the middle area of the layout gives players four different ways to push sites.

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To create a variety of gameplay depending on the site you choose to attack, I focus on creating contrast on how the fighting is most likely to happen.

The A site is located inside an ancient Japanese temple building with two floor levels. Inside this building the player is at the highest point in the map. On B site, you need to plant and defend the bomb while it is surrounded by high ground positions which create a totally different gameplay and strategy for both teams.

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RESSOURCES


There are two main reasons why i decided to develop a multiplayer map for Valorant:


First off, Riot games made multiple articles and devblog concerning the design and conception of Valorant map which was for me a great ressource to use throughout the development of this map.


I am also a player and a fan of the Runeterra universe (Valorant, League of legends and so on..), so it made it super easy for me to develop a layout I would love playing in the real game. My knowledge of game made the process super enjoyable.

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© 2021 by Philippe Sylvestre