Emil Andersson

Level Designer



Diego is a Capture the Flag map for Unreal Tournament set in a rocky desert who have experienced several earthquakes occasionally both castles has been damaged and each team now sees there chance to take over the other teams base.


Each spawn has three exits and three entrances but only two for an attacker taking the flag while the middle underground

section is connected by a bride. On top of it lies a hole up to the desert where both sides meet face to face and on top of it all lies pillars connecting the both sides that can only be reached by the most skilled players.


All assets are from the current build of Unreal Tournament but most of them has been edited to fit the style of the map better.

Planks for the player to wall run on with blue decals to make the planks less boring

Small paths around the map is destroyed by an recent earth quake

The underground were the two sides meet with one rocket luancher in the middle

Spawn area for the blue team, red teams spawn looks the same but use red colors insteed of blue

Design Process


I decided to mix several themes in the map making each area easily identifiable so it would be easy for players to get a grip on the layout of the map. The main style was bright blue and dark red that would collide in the middle and the player could jump between both parts of the map.


I wanted the flow of the map to be very fast paced because that's the kind of CTF maps I enjoy the most. The terrain was another part I wanted to improve on so I choose to have it on several places around the level this also removed the amount of BSPs used in the level and gave me more control.

I used a lot of inspiration from old temples in the desert with a blue sky for lava I used inspiration from concepts and videos.

Enviorment reference photos

Top down re drawn in photoshop

The layout


Since I primarily wanted to focus on the middle part where most players meet it very quickly turned into the main focus of the map. Later on I had to go back and re design the spawn so it would fit the setting and flow.

Weapon placement was changed a lot all over the map one example is the spawn where there was 3 weapons this turned out to be to much and made the game unbalanced.


The ways to the side of the middle was added after received feedback and the falk cannon was moved there to spread players around the map more. The top section where players has to jump between platforms was remade so there is now 4 pillars instead of two. Between the two pillars in the middle lies a Big Keg(extra health).

Blocking out


The unreal 4 engine uses unreal units (1uu->1 cm) for scaling which took a while to get use to since I'm so used to Hammer's power of two system. There was an option to use the power of two scaling system but all the actors and measuring textures was adjusted for uu so I took the long road and just adapted myself to it.


In Capture the Flag it's important to make sure that both sides are having the same length and paths to the flag as the other team. Therefore I used the recommended method and constructed half of the map and duplicated it so it looked the same for both sides.


This made the map balanced for both teams but the structure of both sides made it look dull. To spice it up I decorate each side with different textures and props other side had more wood and bright textures while the other side has more metal and dark textures.


An early version of the map in the editor

The main entrence to the blue teams base

The player can choose to slide under the gate or just go around it

Cover from snipers was added after playtesters feadback

Final Thoughts


There's was a lot more I wanted to add for the map so after my deadline was complete I went back and modified parts of the level mainly to switch out the BSPs to make the map more visually appealing. I found it harder to get feedback for UT maps because of the limited amount of players playing the game (since at the time of making this map the game is still in pre alpha state) but the information and guides on how to make a balanced map for the game is overwhelming.


All the info helped me a lot with spawn placement and weapon placement which to me is some of the hardest part in the level because you want the player to explore everything but if there is no weapon in the particular place the player won't simply go there.


It was fun working in the Unreal 4 Engine again even tho I didn't spend that much time in the blueprint editor as I wanted to but overall I had fun to mainly prop and balance a map.




CTF-Diego for Unreal Tournamnet