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Reclaim (Valorant/CSGO Style Map)

Reclaim is a Valorant/CSGO style map set in ancient ruins that are being taken over by futuristic researchers. It’s a new take on the classic two bombsite map with attackers and defenders. It features two way teleporters, rising platforms, opening doors, and usable ladders. The map was designed around a modular player base ranging from 3vs3, 4vs4, and 5vs5.

For this project I designed the level layout, blocked out the level, modeled 3D assets, laid out UVs, created ID maps, made textures for each asset, implemented all assets and textures in engine, and added blueprint functionality for core game mechanics. This was a fun project and it was nice to go through each of the steps following industry standard practices. All in all, I really enjoyed making Reclaim and I look forward to making more things like this in the future.

For Level design I took inspiration for both CSG0, Valorant, and some aspects of 3 lane maps from Call of Duty. The main challenge was designating and timing out choke points to make sure each side gets to positions at the same time. Aside from that my design came very naturally to me due to my experience being a volunteer gameplay and level designer for team based maps.

Having a mid rotation route and teleporters at the middle of the map on each side created map mobility and unique ways to take and defend sites. Rising platforms were an idea I had based off of the map Lotus in Valorant. Having unique map assets on each side that both teams run into early on can create fun gameplay and interesting ways to use the environment. The attacker rising platform acts as a stair for a higher up platform and as an elevator to the 2nd story of attacker spawn. The defender rising platform acts as a temporary wall and elevator to the defender balcony platform.

For 3D modeling I planned out my assets very clearly in an excel document and modeled them from my exported Unreal Engine 5 blockouts so that my scale was exact. From there I detailed the model, created both UV and ID maps, and then made textures for them using Substance Painter, Substance Designer, and Substance Sampler. This process did take a while for my assets, but it made importing them in engine very easy and organized. Textile density is very important to me and I made sure that my assets all worked together well and made optimum use of all texture files.

For blueprinting I got my core mechanics made early in the blockout stage so that I could model based off of it. I did research into new areas and had fun solving issues that came up. Making a working ladder and two way teleporters are examples of this and I'm really happy with how they came out.

All in all, I loved this project and I had a blast designing and creating Reclaim. I always wanted to work more in Unreal Engine 5 and making a unique map for a style of game that I love was great. Working under deadlines and with industry standard workflows helped me further refine my skills and I can't wait to work more on projects like this.

Reclaim Full Map Trailer

Short Video Walkthrough of Reclaim

Blockout Walkthrough of Reclaim

Middle of the map showing mid doors coming from A long

Middle of the map showing mid doors coming from A long

Left most exit of defender spawn facing the defender rising platform and balcony platform

Left most exit of defender spawn facing the defender rising platform and balcony platform

Center most defender spawn facing spawn ramp that leads into A site

Center most defender spawn facing spawn ramp that leads into A site

View from the top of the defender spawn ramp looking into mid and A site

View from the top of the defender spawn ramp looking into mid and A site

Attacker entrance to A site

Attacker entrance to A site

Attacker Spawn looking at the attacker entrance to mid tunnel

Attacker Spawn looking at the attacker entrance to mid tunnel

Attacker spawn looking at the little room and rising platform

Attacker spawn looking at the little room and rising platform

A long wall by defender spawn looking at triangle wall

A long wall by defender spawn looking at triangle wall

Right most exit of defender spawn

Right most exit of defender spawn

Futuristic side teleporter

Futuristic side teleporter

View of B site coming from defender side

View of B site coming from defender side

Mid tunnel exit into B site

Mid tunnel exit into B site

View of B site coming from attacker side

View of B site coming from attacker side

View of lower attacker spawn

View of lower attacker spawn

View of mid tunnel

View of mid tunnel

View from the top of attacker little room

View from the top of attacker little room

View of the futuristic teleporter from attacker spawn

View of the futuristic teleporter from attacker spawn

attacker spawn bridge view into A site

attacker spawn bridge view into A site

A site view of attacker building

A site view of attacker building

Temple side teleporter room

Temple side teleporter room

Defender mid platform

Defender mid platform

View of teleporting to temple room

View of teleporting to temple room

View of B site from the top of the fountain

View of B site from the top of the fountain

View of B site looking up at the temple

View of B site looking up at the temple

Upper balcony view of the generator on defender side

Upper balcony view of the generator on defender side

View from upper balcony room looking out the two window wall

View from upper balcony room looking out the two window wall

Zoomed out look of reclaim without textures

Zoomed out look of reclaim without textures

Mid doors without textures

Mid doors without textures

Left most exit from defender spawn without textures

Left most exit from defender spawn without textures

B site looking at temple without textures

B site looking at temple without textures

View from inside of mid tunnel without textures

View from inside of mid tunnel without textures

Attacker spawn looking at the little room and rising platform without textures

Attacker spawn looking at the little room and rising platform without textures

Entering A site from

Entering A site from

Attacker entrance to B site without textures

Attacker entrance to B site without textures

Mid platform without textures

Mid platform without textures

B site from the top of fountain without textures

B site from the top of fountain without textures

Final map design of Reclaim

Final map design of Reclaim

Early map concept of Reclaim

Early map concept of Reclaim

Sliding door concept art

Sliding door concept art

Custom Brick texture and graph

Custom Brick texture and graph

Rising Platform Blueprint: Checks collision and raises to a specific height then lowers when the player leaves

Rising Platform Blueprint: Checks collision and raises to a specific height then lowers when the player leaves

Rotating Door Blueprint: Checks collision and opens door and then closes it on a timer

Rotating Door Blueprint: Checks collision and opens door and then closes it on a timer

Ladder Blueprint 1: Checks collision and changes movement modes from flying and falling

Ladder Blueprint 1: Checks collision and changes movement modes from flying and falling

Ladder Blueprint 2: Tiles ladder meshes to create a scaleable asset

Ladder Blueprint 2: Tiles ladder meshes to create a scaleable asset

Teleporter Blueprint 1: Checks to see if a teleporter is ready to be used by a player

Teleporter Blueprint 1: Checks to see if a teleporter is ready to be used by a player

Teleporter Blueprint 2: Checks player and teleporter collision to prepare to teleport the player

Teleporter Blueprint 2: Checks player and teleporter collision to prepare to teleport the player

Teleporter Blueprint 3: Gathers player location and handles teleporting players to the set output teleporter

Teleporter Blueprint 3: Gathers player location and handles teleporting players to the set output teleporter

Whole Map view with ID Maps

Whole Map view with ID Maps

Close up of my ID mapped layout

Close up of my ID mapped layout

Rotating Door Textured

Rotating Door Textured

Hand Scanner Textured

Hand Scanner Textured

Attacker Lower Roof Platform

Attacker Lower Roof Platform

Attacker Lower Roof Platform View From Below

Attacker Lower Roof Platform View From Below

Mid Door Textured

Mid Door Textured

Plant 1 Textured

Plant 1 Textured

Site Pillars Textured

Site Pillars Textured

Temple Generator Textured

Temple Generator Textured

Defender Wall 3 Textured

Defender Wall 3 Textured

Mid Door and Frame Textured

Mid Door and Frame Textured