CTF-Obelisk - Unreal Tournament Level (Blockout)

A video walkthrough of the level.

A playthrough of the level against bots.

The central area of the map which contains the titular obelisk in the center.

The central area of the map which contains the titular obelisk in the center.

The titular Obelisk seen from the red base's upper level.

The titular Obelisk seen from the red base's upper level.

A panning shot of the red base.

A panning shot of the red base.

A view of the central area from the red base side. You can see the red teleporter on the left.

A view of the central area from the red base side. You can see the red teleporter on the left.

A ramp section in the blue base permitting travel between the tiers.

A ramp section in the blue base permitting travel between the tiers.

An aerial view of the blue base.

An aerial view of the blue base.

The back area of the blue base.

The back area of the blue base.

The blue base from a higher viewpoint.

The blue base from a higher viewpoint.

The blue base looking towards the launcher and flag.

The blue base looking towards the launcher and flag.

A junction in the blue base.

A junction in the blue base.

The ramp up from the lower central area. It leads to the portals in the main central area.

The ramp up from the lower central area. It leads to the portals in the main central area.

One of the central access points from the bases. This one has a laser hazard (The green beam) which players can trigger.

One of the central access points from the bases. This one has a laser hazard (The green beam) which players can trigger.

A ramp section in the red base for switching between tiers.

A ramp section in the red base for switching between tiers.

The main area of the red base. You can see the launch pad in the back which is used to access the upper Obelisk chamber.

The main area of the red base. You can see the launch pad in the back which is used to access the upper Obelisk chamber.

The central area looking towards the main red base access point.

The central area looking towards the main red base access point.

A shot of the central area.

A shot of the central area.

One of the ramp sections that allows the players to switch between the tiers.

One of the ramp sections that allows the players to switch between the tiers.

One of the crisscrossing path sections of the level. This one is in the red base.

One of the crisscrossing path sections of the level. This one is in the red base.

The lower section of the central area as seen when entering from one of the bases.

The lower section of the central area as seen when entering from one of the bases.

The main channel of the blue base. The flag point is directly below where the screenshot is taken from.

The main channel of the blue base. The flag point is directly below where the screenshot is taken from.

The initial concept sketch for what would become CTF_Obelisk. You can probably recognize where this became in the final blockout.

The initial concept sketch for what would become CTF_Obelisk. You can probably recognize where this became in the final blockout.

CTF-Obelisk - Unreal Tournament Level (Blockout)

A Capture the Flag map for Epic's Unreal Tournament built in the UT UE4 editor. This map is currently in the blockout stage with minimal assets placed beyond required gameplay classes, pickups, and geometry. The map features a few unique gameplay elements to enhance the symmetrical CTF team gameplay and most of the space focuses on mid-range or short-range battles with some long-range "quick-shot" lanes.
The titular "Obelisk" occupies the center of the map dividing the two sides and houses the Redeemer, Big Keg'O Health, and UDamage powerups. The Redeemer and UDamage are locked during gameplay until fifteen kills have occurred which opens those sections of the Obelisk. Once the powerups are taken or the specified time has elapsed the Obelisk is sealed again while they respawn before the kills can be accrued to reopen it.
This map was made for a class at Academy of Art University focused on level design. The assignment was meant to be hands on practice working with a multiplayer game.