Cargo Chaos
Role: Level Designer | Project Type: Academic Solo | Duration: 4 Weeks | Tools: UEFN | Created: Fall 2024
Overview & Planning
Final 2D Top Down Map
Introduction
Cargo Chaos is a 4-player free-for-all multiplayer map built in UEFN for my Level Design II course. My goal was to design a fast-paced arena that encouraged chaotic gunfights. To accomplish this I focused on vertical flow and weapon placement to keep players moving and re-engaging.
Pre-Production and Research
Analyzed the layouts of popular Call of Duty maps: Raid, Shipment, and Cargo, to study how their lane structures utilized sightline control, and flow
Created a napkin sketch to define the map’s parti, establishing the core architectural concept before moving into blockout
Mapped out expected player flow from both ends of the level to test how players would enter lanes, and rotate through intersections
Layout and Flow
3-Lane Design Philosophy
Designed the map around a 3-lane structure, then added intersecting routes between the center and side lanes to support cross-flow and constant player movement
Used interconnected lanes to give players at least 3 route options at any moment, allowing them to flank, disengage, or re-engage with combat
Placed spawns outside of major lane intersections, keeping players protected from immediate combat while still allowing quick access back into the main lanes
Positioned weapon pickups at key path intersections to naturally pull players toward contested areas and encourage frequent engagements
Utilizing Verticality
Designed the center lane as a king-of-the-hill style container stack, using two layers of verticality to create a high-value combat space
Stacked containers within Fortnite’s player jump and mantle metrics, allowing players to climb, and engage in fast-paced vertical gunfights
Used taller container stacks as movement barriers, requiring players to learn the map layout and make intentional routing decisions instead of moving freely over every obstacle
Added the Shockwave Bomb in a later iteration as the map’s only pickupable item, placing it on an outer lane to create a high-risk pickup that lets skilled players launch across the map and open new rotation opportunities