GunnySurplus

This in-development UE5 level prototype emphasizes core level design principles, including strategic chokepoints, balanced sightlines, and clearly defined objective routes to guide player flow. Iterative playtesting informs continuous refinements to geometry, cover placement, and combat pacing. The layout incorporates elevation shifts, flanking opportunities, and visual landmarks to support intuitive navigation and varied tactical choices. While still in progress, the level prioritizes scalability, spatial readability, and consistent engagement, with ongoing adjustments aimed at optimizing clarity, performance, and balanced encounters for all skill levels.

  • I added an elevated midfield position for the counter-terrorist side. There’s no cover on the elevation, leaving players exposed when they take that spot. Counter-terrorists will also need to watch the window above, as terrorists can approach from the connector above.

  • The level was designed to feature multiple transition routes between bombsites, enabling efficient rotations as the match progresses. The layout focuses on maintaining smooth player movement, minimizing bottlenecks, and ensuring consistent pacing during rotations.

  • During the level design process, player angles were carefully analyzed to ensure clear visibility in both directions at midfield. Pillars and boxes were strategically positioned and adjusted to create fair and balanced sightlines for both teams, promoting competitive integrity and reducing unintended visual advantages.

  • The sightline angles were designed to create meaningful engagement opportunities while preventing midfield from being dominated by long-range sniper play. This design supports diverse combat scenarios and ensures that both rifles and close-to-mid-range strategies remain effective and viable for players.

  • This angle of midfield highlights the integration of elevation, strategically placed cover, and carefully planned sightlines. Each element has been positioned to create dynamic combat opportunities, support tactical decision-making, and ensure balanced engagement between opposing teams.

  • From this perspective, the midfield area demonstrates how elevation changes and strategically placed cover work together to influence player movement and combat.

  • The hallway ahead was carefully designed with precise spacing to ensure balanced combat for all weapon types. Whether using a sniper rifle or an assault rifle, players have equal conditions to engage effectively.

  • The windows located in the upper-right section of the picture provide vertical access for throwable devices, allowing grenades to be launched into or out of the midfield area. This design element adds strategic depth by giving players additional options to control space, influence enemy movement, and create dynamic combat interactions.

I released a 20-minute video on my FPS level design process:

Sight lines:

  • Long, open views for ranged play

  • Tight corridors for close-quarters combat

  • Guide player focus to objectives and chokepoints

  • Layered cover and peek spots for tactical depth

Spawn placement:

  • Offset spawns with cover to prevent camping

  • Symmetrical/mirrored areas for fair flow

  • Multiple exits for fast pushes or stealthy rotations

  • Funnels into sight lines to shape pacing

Combined design:

  • Control map pace and engagement style

  • Encourage push vs. flank and hold vs. rotate decisions

  • Ensure balanced risk/reward paths for both teams