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Skylights 

3rd-Year Hero Piece

Skylights Gameplay Video 

Skylights is a 4v4 team deathmatch level where two 2v2 matches are played parallel to one another. Each set of players can impact the match below or above them through integrated skylights in the ceiling/floor. Using perpendicular attacks each 2-player team can aid their allies to win the game.

 

 

Since the first Call of Duty 4 Modern Warfare was released in 2007, I have been hooked on the Call of Duty franchise. Through the years I have become aware that there hasn’t been a play mode I have enjoyed as much as Gunfight, since it was introduced in Call of Duty Modern Warfare (2019). Gunfight for me has been the pinnacle of PvP, with the fast-paced skill-based competitive gameplay it brought back the raw skilled gunplay that I feel the franchise has lost over the years.

 

 

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Project Outline

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Project Outline Gunfight maps are small and fast-paced with clear routes of flow. All gunfight maps since release have been based around a single floor design with some verticality. My map design will encompass a multi-level structure that will allow players to experience a new unique style of gameplay. Having this increased structural design will allow for 4v4 or 6v6 gameplay.

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Concept

 

The focus behind my Gunfight level is for 4-player squads to warm up together before playing larger modes such as Ground War or Warzone. A team/squad of 4 players will fight against another 4-player team. The level will essentially be split into two matches. One 2v2 match on the top floor, simultaneously the other 2v2 match on the bottom floor. Each round, players will be randomly switched between floors. This adds a variety to team compositions and level layout on a per-round basis. During gameplay, players will not be able to enter their opposite floor.

 

The main focal point of the level design will be the ability to impact each other's match outcomes through teamwork and communication. This will be achieved through the design of the level. Openings in the ceiling/floor will give lines of sight. Furthermore, the flooring between the levels will be made of wood, which will allow bullet penetration using certain weapons.

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Design Decisions

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As Call of Duty: Modern Warfare does not have custom level design software accessible to non-developers, Counter-Strike Global Offensive Development Kit (SDK) with Hammer World Editor would be the best second choice. CS: GO is a well-polished and well-established game within the FPS genre, making it the perfect base system to construct, playtest, and demonstrate my level.  Through CS: GO I can construct my level and display the key features that make it unique compared to all other Gunfight maps.

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Split Level Design – The level will consist of two floors; each 4-man team will be split into 2 teams of 2. One team of 2 players will play on the upper floor and the other pair of players on the ground floor. This in turn creates two 2v2 matches being played simultaneously. 

 

Cross-match Influence – Through the design of the level, players in either match can impact the match above or below them. This can be achieved through picking off players, either through the skylights in the ground floor ceiling or bullet penetration through the ceiling itself.  

 

Communication & Sound – A key focal point of this level will be communication. Between each other, players will have the ability to call out enemy player locations effectively between levels. In order to locate members of an enemy team, players will need to receive detailed sound feedback, this is something CS: GO does very well. 

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Project Reflection

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My goal for this project was to design a level using CS: GO Hammer Editor for the established game mode within the Call of Duty franchise, Gunfight. I wanted to try out a new style of map design that hasn't be seen before. The development process of this project has taught me how important playtesting and iteration is. Iteration has allowed me to improve upon my designs without losing the key fundamentals that make my level unique, instead, it has reinforced them. Although these iterations would not be possible without consistent playtesting. Playtesting has allowed me to fix problems and solidify my design decisions. 

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If you would like to read more about my development process on this project or play my level yourself please follow the links below. 

For the full development breakdown document to view or download

Please Click Below 

To download and try my Skylights level for CS:GO

Please Click Below

Gallery

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