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Overwatch Map Blockout [Level design]

I had a school assignment to make a block out a map to any game.
My first plan was to make a Titanfall map, but I won't have time to add movement so it would be hard to test-play it. Therefore I went with my 2nd option: Overwatch.
Overwatch is a first-person shooter with players being heroes fighting in a 5 vs 5 over different goals in different modes.
I decided pretty quickly I wanted to make a "hybrid" map. The attacker's goal is to capture the objective and then move the payload to its end destination. The attackers get one checkpoint as well.

My plan for this map was that the attacker's goal is to capture a box from the fishing village and move it to the port area. There they can get a boat and escape with the package.

This was also the very first time I opened Unreal Engine 5.

Everything is from Unreal's library, except the containers that I made in Blender.

Created Nov 10, 2021.

Level walkthrough

refrences

refrences

I made a quick sketch of what I wanted to create.

I made a quick sketch of what I wanted to create.

Here I made my first mistake by starting by adding a big plane to put everything on. this led to the map being very flat.
A side effect of it being my first time in this program.

Here I made my first mistake by starting by adding a big plane to put everything on. this led to the map being very flat.
A side effect of it being my first time in this program.

In the spawn room, I wanted it to show that the water was gonna be a big part of this map so I added big windows with an ocean view and a boat.

In the spawn room, I wanted it to show that the water was gonna be a big part of this map so I added big windows with an ocean view and a boat.

I wanted to add small details to make the map more fun, like this window. They can see the objective but not the high ground next to it.
The defenders can also see if they are going this way.

I wanted to add small details to make the map more fun, like this window. They can see the objective but not the high ground next to it.
The defenders can also see if they are going this way.

If they continue on the path with the window, they have to push the riskier way with more reward. 
This platform moves up and down and the defenders know this and know when to shoot.

If they continue on the path with the window, they have to push the riskier way with more reward. 
This platform moves up and down and the defenders know this and know when to shoot.

This is the room under the platform room.
if necessary the attackers can fall back, whoever it's still risky due to the room being so small.

This is the room under the platform room.
if necessary the attackers can fall back, whoever it's still risky due to the room being so small.

If attackers proceed with this that they can go straight to point with some cover of a statue.

If attackers proceed with this that they can go straight to point with some cover of a statue.

This is the area after the attackers have captured the first point.
I continued thinking of different paths, risk vs reward and high ground vs the main path.

This is the area after the attackers have captured the first point.
I continued thinking of different paths, risk vs reward and high ground vs the main path.

I really like the feature where the players can push other players off the map so I added some parts where they can fall into the water.

I really like the feature where the players can push other players off the map so I added some parts where they can fall into the water.

Only some heroes have the ability to move better than others. I wanted to use this and add places only not everyone can be at. These containers is one of those places.

Only some heroes have the ability to move better than others. I wanted to use this and add places only not everyone can be at. These containers is one of those places.

I used the containers to build the inside of the warehouse. The container is held up by a crane thing is being used to stop line of sight, and some others are being used to add another door to the defender high ground.

I used the containers to build the inside of the warehouse. The container is held up by a crane thing is being used to stop line of sight, and some others are being used to add another door to the defender high ground.

The end of the map. Here I also wanted to use the falling of map mechanic to add the possibility of changing the outcome of the fight.
I also wanted to use statues like in the start to tie the map together.

The end of the map. Here I also wanted to use the falling of map mechanic to add the possibility of changing the outcome of the fight.
I also wanted to use statues like in the start to tie the map together.