Overwatch 6v6 Control-style map

Roles:
Level Designer

Engine:
Unreal Engine 5

Team Size:
1

 

Bath is a 6 v 6 multiplayer map I created over 3 days.

It is themed after a Roman style bathhouse and features the core layout of a Control map from Overwatch.

The central control point of the map takes the form of a lowered flat ground area with balconies opposite each other, ramps from either team's side into the control point, an escape route up to one of the balconies, and a side loop area for fights that need to migrate away from the fray.

Three lanes of approach meet up in a Control-point-map standard "line" where players can choose whether to approach the control point directly, or take one of two flanking routes to the balconies overlooking the point. Each lane and its associated flanking route has cover that blocks vision to the rest of the lane.

Taking the "side" route away from the control point leads the player up and over the next play space, rewarding a longer, more exposed route with an advantageous position over other players. An additional route up to that path is available for characters with a more agile moveset.

The spawn is nestled between high walls that guide the player toward the fight while previewing the style of the map. The blue cube volume represents the dropship characters would normally spawn from.

The compact style of the map allowed for a quick first pass on the blockout geo and enabled me to create a visual style that was easy to make representative of final geo. Differently shaped cubes with modeled trims and tile assets did the heavy lifting in making something nice looking while also being easy to edit.

Special consideration was given to make sure that even the biggest of characters would fit size wise in doorways and corridors. Metrics were measured from Overwatch directly and certain rules were applied to heights of portals, blocking geo, and ramps.