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Tanker CTF

Capture the Flag map for Unreal Tournament

Solo
150 Hours over 3 months.
Main Focus: Balanced Player Pathing & Opportunities
Water-optional level created due to underrepresentation of the water mechanics. 


This was my first project using Unreal Engine. I loved the idea of water physics at the time so I was determined to create a map which worked well around water, without forcing players to interact with it.

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Players could take 3 paths leading to the central pool. From there, they could either pass it with mediocre weapons or dive into the pool to collect powerful weapons & abilities. High risk, high reward as water slows players slightly and removes certain mobility options, but rewards with items that could change the entire match.

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The idea of Unreal Tournament's water physics and water levels in general was a unanimous negative topic for my peers and lecturers as those types of levels tend to either be rarely really good or mostly just awful to play. I wanted to have an submission that would stand out as unique amongst my peers while taking an unorthodox approach to the task at hand.

 

I had initially wanted to create a level with two submarines acting as the main bases, with water movement being the primary option of travel. Unfortunately, this idea wasn't received well with actual testing and ruined the gameplay flow known in UT.

I instead focused on creating a tanker style level that could be partially flooded for optional usage of the water mechanics, allowing player to entirely ignore swimming if they're only focusing on the main objective of capturing the enemy flag(s).

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