A Quake (1996) multiplayer map made in Trenchbroom. Set in a flooded metro tunnel, up to eight players are locked into a small deathmatch arena. A combination of tight, looping corridors and the central, open train platform lend their selves to dynamic combat encounters and fast-paced, fluid navigation.
Developed as my first exploration in both 3D and multiplayer level design, I sought to build both a fun, balanced, and visually interesting map that adhered to a set of established systems, mechanics, and pre-determined metrics.
The map can be downloaded here.
The flooded tunnel. Two broken catwalks hover above a crashed train. Armor, Ammo, Lightning Gun. Long Sightlines and verticality.
A stream of water from the ceiling can be used as a ladder. Symmetry in the walkway oversights. Asymmetry in their direct paths.
Small rooms on the wings of the second floor. Health, ammo, and weapons found within. Harsh corners and furniture placement discourage camping.
A large room on the second floor. Several benches: some here, some missing. Ample cover, space to maneuver, and a weapon spawn to fight over.
Long hallways connect rooms on the second floor. Rubble disrupts sightlines and provides cover. A strobing light creates visual interest and environmental context.
A powerful lightning gun at the center of the map. Framed for all to see, but limited by exposed sightlines and a platforming challenge.
Train cars in the tunnel can be traversed. Each provide cover and prospect points via windows on either side, as well as CQB arenas when players meet within.
A collapsed bridge provides alternative access to the second story from the platform. There is never less than two ways to enter a room or path.
I held three official playtests of varying server sizes: 4 players minimum, 8 players maximum. Here, I learned the successes and failures of the level through direct player feedback. The overall takeaway was fun, but being my first 3D project, I had notable issues: certain corridors too tight for Quake's fast-paced gameplay and collision issues that made navigation up slopes and around certain high-geometry models frustrating.
These occurred because I was designing with realistic proportions in mind rather than Quake's blown-up metrics. It was solved with extensive personal testing and many, many blocking volumes.
Last iteration of the tunnel before texturing. Scale was increased and collision problems were solved across the board.
The shotgun room and an example of player spawns. Spawns are always against a wall, but put along varying sightlines, encouraging immediate movement.
I began the process on pen and paper, drawing parti thumbnails before picking three and developing bubble diagrams for each. After that, I translated the combination of all designs into a quick top-down Miro layout, which gave me the guideline to block out the map.
Parti Thumbnails, drawn in about 15 seconds each.
A bubble diagram, sketching room location and relative size.
The rough layout, noted with callouts.