Since the first Titanfall was announced I've wanted to create multiplayer maps for it. Seeing as there still aren't any mod tools I figured I'd go ahead and make a hypothetical one anyway using a janky but good enough to feel things out wallrun from the unreal marketplace. Used Blender to model/design the level.
Overall I'm really happy with how the map turned out, wish I could actually play on it for real and not just in my head. Either way though it was a lot of fun to make and great practice.
It's the kind of map I've wanted to play a game of Titanfall on but hadn't seen anything like in the series yet. It's not something I can really describe but the images/videos should get the idea across.
Basically a big focus on trying to encourage creative play and wallrun combat, set in the middle of a city not next to one, symmetry for CTF because as much as half time switching is technically fair, it still feels weird to me as a player. Something I wanted to get away from is the super rigid 90 degree thing most Titanfall levels have going on.
Pilot mobility/movement, the chaining of wallruns, jumps, and slides to get around creatively and quickly is one of the things that drew me to designing a map for Titanfall. The other is the designing for the interaction between Pilots and Titans. Pretend the hops on the ground are slide hops to maintain momentum in Titanfall 2.
I don't think designing for Titans is that different to vehicles in other games outside of making sure there are enough open pockets of sky to call them in. The Pilots mobility I think has a bigger impact along with everyone getting their own Titan. It makes for a more amplified and constant cat and mouse thing with a more aggressive infantry.