| My opinions are my own | Prev Level Designer for Dieseldome: Oil and Blood & Installation 01, Prev QA Tester @EA | Ex-Halo Competitor| Forge Council Member|25

Online Level Designing
Joined August 2009
#Blocktober: Designing Large-Scale POIs It’s been a minute since my last BLOCKTOBER post, so let’s talk about designing large-scale POIs and avoiding scope creep. When starting a large space, it’s tempting to jump straight into building everything you have in mind. Instead, start with the big picture. For my Colosseum POI in Project Kyzen, the goal was to establish a strong landmark with interesting spaces for players to explore and fight through. Here are a few things to keep in mind when starting a large POI: Define the purpose. What makes this location worth visiting? Establish its gameplay identity before building. Start with the macro layout. Identify major landmarks, routes, entrances, and key gameplay spaces before worrying about individual buildings or props. Prioritize your core experience. Figure out what players absolutely need to experience. Build that first, then expand if the design calls for it. Set boundaries. Establish a clear footprint and stick to it. Every additional building, route, or encounter adds development and testing time. Validate early. Playtest your blockout to see whether the space works before investing more time in it. A large POI doesn’t need to be packed with content to feel substantial. Strong landmarks, readable navigation, and purposeful gameplay spaces will take you much further than sheer size. Build the experience first. Expand only when the design earns it. Portfolio link: zswellstudios.artstation.com… #LevelDesign #GameDev
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#Blocktober Traxus - UE5 - Installation 01 Traxus is built in UE5 with the same design principles as Halo 2’s multiplayer suite. It’s designed to play well in both 2v2 and 4v4: 2v2 stays slow and methodical, while 4v4 turns fast and hectic (think Lockout & Sanctuary).
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[omni-dissonance] is on sale. 35% off for the Steam Screams event! We are also celebrating passing 2000 sales! Thank you everyone who's tried it. I hope it has connected with at least some of you. <3
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#blocktober26 #Blocktober Warhawk Warhawk is a Heavily WIP CS2 map I have been working on. It takes inspiration from Overpass & Ancient (verticality & height variance) while leaning into a sniper tower within it's design. More images below. Gameplay: youtu.be/PYveI-9AVl8
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These are middle shots. 2nd is from the Sniper Tower view of middle, it also has angles onto the A Bombsite.
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Shoutout to the Eagle One🦅Discord/Team for helping test this so far. Thank you to all my friends who swapped to CS2 too who have been extremely supportive and helpful to learn the toolset and the game 🫂 Look forward to jumping back into it with you soon!
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New patch has been pushed to the map! Patch Notes | Version 0.7 This update brings new vehicles, additional game modes, collision fixes, and quality-of-life improvements. NEW CONTENT New Vehicle: Added the Vulture gunship to the battlefield. New Game Modes: Added Capture the Flag, Territories, and Assault. FIXES & IMPROVEMENTS Collision Fixes: Fixed map geometry with missing collision, preventing players from passing through surfaces unintentionally. Vehicle Spawns: Adjusted Sparrowhawk spawn locations for improved balance and pacing. Points of Interest: Made small quality-of-life improvements to various POIs across the map. More updates and improvements are on the way as Battlefield Mombasa continues development. Thanks to everyone jumping in, testing the map, and sharing feedback! See you on the battlefield. Download the latest version here: reclaimerforge.net/listing/f… #halo #projectreclaimer
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Late night #Blocktober - Cessation Cessation is a matchmaking selected Halo Infinite Infection map designed for 12 player holdout-style gameplay. Inspired by Five from Black Ops 1 & Aliens: Colonial Marines Watch gameplay here, more photos below: youtu.be/-DFvdNQ9Oos?is=VUOc…
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