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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.

Looking towards the middle of the map from some Titan dance floor.

Looking towards the middle of the map from some Titan dance floor.

Titans can walk on through and drop down into the trench or off the middle bridges to escape danger but place themselves in a vulnerable position.

Titans can walk on through and drop down into the trench or off the middle bridges to escape danger but place themselves in a vulnerable position.

The fastest most direct route for the flag is through one of the most open areas. Likely occupied by Titans. Running the flag should become viable if team has control of the area but otherwise not a good idea.

The fastest most direct route for the flag is through one of the most open areas. Likely occupied by Titans. Running the flag should become viable if team has control of the area but otherwise not a good idea.

The only accessible rooftop is flanked by wallrun routes but is itself a chokepoint. The interior of the building below is the location of a hardpoint. The area around the building is very close quarters and home to a dropzone.

The only accessible rooftop is flanked by wallrun routes but is itself a chokepoint. The interior of the building below is the location of a hardpoint. The area around the building is very close quarters and home to a dropzone.

Seeing a Titan walk by from down here should feel pretty cool, also Pilots can break line of sight with a passing Titan by hugging the wall.

Seeing a Titan walk by from down here should feel pretty cool, also Pilots can break line of sight with a passing Titan by hugging the wall.

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