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Multiplayer Level Design Project

Team Fortress 2 Screenshot 2024.11.26 - 14.52.56.50.png

About: For this project, I designed a multiplayer King of the Hill map using the Hammer Editor for Team Fortress 2. My focus was on creating balanced sightlines, choke points, and spawn layouts to support competitive gameplay. The map was iterated through playtesting to refine flow, ensure fairness across teams, and enhance player engagement.

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Contributions: Game Designer/Level Designer/Playtester

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Engine and tools: Valve Hammer Editor/ Doom SnapMap Editor

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Timeframe: 8 weeks

Want more details on the development process?

Click down below to view the documentation related to my development.

Features

  • King of the Hill Game Mode Implementation, designed around clear objective focus, timing pressure, and contested control of a central space.

  • Balanced Multiplayer Layout, with mirrored routes, multiple approach options, and controlled sightlines to support fair play and varied strategies.

  • Strong Player Flow and Readability, ensuring players can quickly understand routes, choke points, and objective locations during fast-paced matches.

  • Intentional Spawn and Respawn Design, tuned to maintain match momentum while preventing spawn camping and unfair advantages.

  • Core Level Design Principles, including spatial hierarchy, risk–reward decision making, and combat space clarity.

  • Structured Pre-Production Planning, supported by a Level Design Document (LDD) outlining layout, flow, objectives, and balance goals.

  • Iterative Playtesting and Refinement, using feedback and test sessions to adjust timings, routes, sightlines, and overall match balance.

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