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koth_Quarry

Project type

FPS Multiplayer Level

Date

December 2024

Location

Stoke on Trent

Project type

Multiplayer Level Design

KOTH_Quarry is a custom Team Fortress 2 map I designed and built using the Hammer Editor. This was my first time creating a multiplayer FPS map, and it was both a technical and design challenge that taught me a huge amount about level design, balance, and the importance of player-focused iteration.

To start, I had to learn Hammer from the ground up, from basic geometry and entity placement to lighting, optimization, and logic scripting. But beyond the technical skills, I knew that to build a truly successful TF2 map, I needed to understand the game’s core design philosophy.

I spent a lot of time researching each of the nine TF2 classes, not just how they function mechanically, but how players tend to use them, what they look for in a map, and how official TF2 maps support them. I studied Valve’s level design principles to better understand what makes their maps feel so balanced and replayable, and aimed to bring that same level of polish and intentionality to KOTH_Quarry.

Rather than stick to the traditional three-lane structure, I decided to experiment with a vertical lane system, designing the map around three distinct elevation levels that cater to different classes and playstyles:

The lower level is built with Engineers in mind, offering cover and defensive spots perfect for setting up nests and controlling the area.

The mid-level serves as the primary combat space, with open areas ideal for Heavies and Scouts to control space, engage, and outmaneuver opponents.

The upper gangway supports long-range and indirect combat, making it a strong position for Snipers and Demomen. However, because of its power, this area went through the most balancing and iteration. I had to carefully tune line-of-sight, exposure, and access to ensure it didn’t dominate the map and that its advantage came with meaningful risk.

Throughout development, I conducted multiple rounds of playtesting and feedback gathering, using what I learned to tweak geometry, flow, and class interactions. My goal was to create a map that not only played well, but felt like it could belong among TF2’s official lineup; tight, readable, and balanced across all classes.

KOTH_Quarry taught me how multiplayer maps are designed from the ground up with gameplay in mind, and how essential it is to build for the player experience, not just visual style. It was a huge learning experience and a major milestone in my journey as a level designer.

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