
Project: I got the skills
The project actually started because of two points I once received in old feedback
lacking combat flow understanding’ and ‘not thinking like an FPS designer’.
So I decided to take those two points directly and build a full FPS blockout around them
and I named it I GOT THE SKILLS
From Sobeck City to Noshahr Canals to Siege of Shanghai, the Battlefield series shaped the way I think about multiplayer spaces. Each of these maps left a memory a feeling of rhythm, pressure, and flow. That’s why I divided my own multiplayer map into clear, memorable sections inspired by the way Battlefield structures its combat zones and player movement.
Section 1 – “Sand Dunes Combat Space”
This combat space is built around a strong central landmark, layered traversal routes, and elevated overwatch positions to support both navigation and tactical decision-making.
🔹 Establish clear player orientation through recognizable visual anchors
🔹 Encourage flanking and route diversity through interconnected pathways
🔹 Support a mix of close and medium-range engagements
🔹 Create meaningful risk-versus-reward scenarios around exposed control points
🔹 Promote dynamic combat flow between contested open areas and protected movement routes
The design intent is to create a natural point of convergence where players are drawn into combat while retaining multiple tactical options for engagement and repositioning. The central courtyard serves as both a navigational reference and a gameplay focal point, helping players build spatial awareness, anticipate enemy movement, and make informed combat decisions throughout the encounter.
Section 2 — Container Layout / Rhythm & Pacing
The container yard was refined through the introduction of layered elevation changes, offset container formations, and deliberate cover spacing to better control engagement pacing and combat readability.
🔹 Shape short-to-medium range engagements through structured cover distribution
🔹 Create natural micro-choke points without restricting player agency
🔹 Introduce flanking opportunities through staggered container arrangements
🔹 Control sightlines to prevent dominant firing lanes and encourage movement
🔹 Support tactical decision-making through predictable traversal and route clarity
The design focuses on balancing combat intensity with player freedom by creating distinct engagement pockets connected through readable traversal routes. Container placement was carefully structured to manage sightlines, support flanking behavior, and maintain a clean blockout that prioritizes gameplay readability while reinforcing Battlefield-inspired combat flow.
Section 3 — Parking Lot → Market District / Flow & Chokepoint Control
This section was designed to create a deliberate transition between two distinct combat environments, shifting players from an open, vehicle-oriented approach space into a dense infantry-focused combat zone.
🔹 Establish broad mid-range engagement opportunities within the parking area
🔹 Support flexible movement and cover-based rotations before entering the objective space
🔹 Gradually compress combat distances as players approach the Market District
🔹 Use controlled chokepoints to regulate player flow and engagement timing
🔹 Create meaningful risk-versus-reward decisions between direct pushes and flanking routes
The design focuses on pacing and combat escalation, using the parking lot as a staging area before funneling players into a more intense close-quarters environment. Carefully positioned chokepoints help break dominant sightlines from the main approach while maintaining multiple tactical options for advancement. The resulting flow creates a clear progression from open maneuvering spaces into dense infantry combat, ensuring that no single route becomes the dominant path through the area.
Section 4 - Docking Hub Map (break down & Improvments)
My main goals in this phase:
🔹 Establish a readable flow for infantry
🔹 Create clear power positions with counter play
🔹 Add vertical access & rooftop combat routes
🔹 Keep mid lanes tight for tactical pushes (CQC focus)
🔹 Maintain open flanks + loading yard for rotation plays
Recent changes:
✔ Added roof access via ladder & side stairs
✔ Improved cover layout in the Docking Area
✔ Balanced sightlines to reduce long uncontested angles
✔ Improved traversal and flanking options through alleys
Still in blockout phase, polishing step-by-step testing readability, pacing, cover density & combat rhythm before moving into detailing.
Section - Market district
(Break down & improvments)
My main goals in this phase:
🔹 Create a strong central landmark to improve player orientation and map readability
🔹 Establish multiple attack routes to reduce predictability and encourage flanking
🔹 Support both ground-level and elevated combat opportunities
🔹 Balance risk vs reward through exposed power positions and protected routes
🔹 Create a mix of close-quarters and medium-range engagements within a compact space
Recent changes:
✔ Added elevated balcony positions overlooking the central courtyard
✔ Improved cover distribution across the market area to support tactical movement
✔ Introduced additional environmental blockers to break dominant sightlines
✔ Enhanced route variety through side alleys and market stalls
✔ Refined landmark visibility from key player entry points

























