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SobekCity-8.jpg

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 area is designed around organic, uneven dunes, broken pipes, and scattered elevation changes to create:

  • Unpredictable sightlines

  • Natural micro-flanks

  • Short-to-mid range engagements

  • High-mobility traversal using slopes and curved pipes

The intention behind this section is to set a dynamic early rhythm for players — fast movement, cover-to-cover decision making, and multiple entry points into the more structured container zone that follows.

Section 2 — Container Layout / Rhythm & Pacing

Refined the container layout by introducing varied vertical levels, offset stacks, and controlled cover spacing to shape the combat rhythm.
Each cluster is arranged to guide short to mid range encounters, create natural micro-choke points, and open flanking windows without overwhelming the main lanes.
The layout focuses on sightline management, predictable traversal timing, and maintaining a clean, readable blockout while reinforcing Battlefield style flow.

Section 3 — Parking Lot → Market District / Flow & Chokepoint Control

In this section, I focused on shaping the transition from the open parking lot into the tighter Market District.
The parking lot provides broad mid-range lanes and flexible cover rotation, while the bazaar shifts the pacing into close-quarters combat.
To keep the flow balanced, I introduced two controlled chokepoints leading into the market.
These reduce dominant sightlines from the main gate and create a clean risk/reward
choice between pushing through the center or rotating through the side flanks
The result:
Open Approach → Controlled Chokepoints → Dense Market Combat,
keeping fights dynamic and preventing any single lane from overpowering the rest.

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