Call of Duty: Black Ops

Unreal Engine 5 || Solo Multiplayer Project

6v6 Multiplayer Project

About the Level

  • Developed over 2 weeks in Unreal Engine 5.5

  • Competitive 6v6 Domination map

  • Built entirely with modular blockout geometry

  • Tools: UE5 Modeling Tools, Blueprints, Illustrator, Photoshop

Design Goals

  • Capture the pacing and structure of Raid and Hacienda

  • Emphasize tight combat flow, power positions, and flanking routes

  • Support Domination objectives with strong lane clarity

  • Guide players using readable sightlines, POI markers, and flow-friendly layout

2D Map

Detailed floor plan of a structure with multiple rooms and labeled points A, B, and C. Includes a basketball court and an entry pathway. Design suggests a strategic video game map layout with defined areas and pathways.

Lane Design Analysis

Left Lane

Left Lane (Red to C / Blue Flank to C):
Designed for early Red control with fast access and immediate cover. Blue's delayed entry allows for late-round flanks and surprise pressure, creating a shifting control lane. Cover placement emphasizes mid-range fights with staggered angles and clear flow cues.

3D rendering of a hillside landscape with stylized trees, buildings, stairs, and a body of water under a cloudy sky.
3D model of a forest scene with polygonal trees and terrain
Low-poly 3D scene depicting a courtyard with tables, sun umbrellas, trees, and a building, surrounded by a forest.
Low-poly 3D scene with cartoon-style trees, a pathway, building, and ocean view at sunset.
3D-rendered room with wooden grid texture, featuring tables displaying various colorful potted flowers; openings show outdoor scenes with trees.
3D rendered isometric view of a building layout with adjacent park, trees, and a waterfront

Center Lane

Center Lane (Mid Fountain / B Flag):
Built as the core contest zone with wide sightlines and multiple vertical access points. Mid is intentionally risky—teams must earn control through timing and coordination. Red has a slight elevation advantage; Blue’s tunnel approach offers protection but delays their entry. This lane drives the match tempo.

3D scene of a low-poly fortress with towers, pine trees, and ocean in the background, featuring a grid-textured design.
3D digital environment with trees, a wooden house, and grid-like terrain. The setting is near water and includes pathways and fenced areas, resembling a virtual or game landscape.
A 3D isometric view of a detailed house layout with multiple rooms, furniture, and surrounding trees. The design features a tiled floor and partial furnishings like tables, chairs, and lounge areas. The scene includes outdoor spaces, furniture, and pathways.
Minecraft-style virtual room with a grid pattern, large rectangular table, and chairs. "B B" lettering suspended above. Sunlight coming through windows and an open doorway.

Right Lane

Right Lane (Blue to A / Red Flank to A): Offers fast Blue-side access to A with open geometry and light cover, rewarding quick pushes. Red’s longer wrap creates a late-power retake angle, giving the lane a shifting dynamic. Designed for high movement, rotation plays, and trade-heavy fights.

3D modeled landscape featuring a rugged terrain with trees, pathways, and buildings near a body of water, designed in a low-poly, wireframe style.
3D rendered landscape with wireframe trees, buildings, docks, and ocean in a grid-based design, showcasing boxes and shadows.
3D rendering of a fenced-in basketball court with two hoops, surrounded by stylized, blocky trees and buildings. The scene overlooks a body of water under an expansive sky at twilight.
3D model of a block-style landscape with buildings, pathways, and trees near a body of water.
3D rendered room with orange lockers, grid-patterned walls and ceiling, a basketball hoop outside, and large letters "AAA". The setting is blocky and stylized, resembling a video game environment.
3D rendering of a modern building with a pool and outdoor seating. The structure features large columns, glass doors, and adjoining balconies. It's set in a landscape with stylized trees, and the setting suggests a virtual or game environment.

Metric Measuring for Multiplayer


Red Spawn → C Flag

  • Time to C: ~6 seconds

  • First Cover: Reached in ~2 seconds to prevent spawn peeking

  • Lane Layout: Subtle S-curve with staggered walls and planters to limit long sightlines

  • C Flag Placement: Located inside a garden shed, requiring players to round the final corner before capturing

  • Flank Route: Runs parallel on the right; visible from spawn-side but takes ~9 seconds—encourages early decisions and pressure plays

Red Spawn → A Flag

  • Time to A: ~18 seconds

  • Primary Route: Long wrap through a side alley garden, offering staggered cover sparce cover

  • Sightline Control: Early sections are tight with limited visibility, but the final approach opens into A’s courtyard, requiring strategic use of cover

  • A Flag Placement: Set in a locker room with solid walls—strong for defenders but exposed from multiple angles

  • Strategic Use: This route supports delayed flanks and control plays, trading speed for a stronger approach angle

Red Spawn to C Domination Flag

Red Spawn to B Domination Flag

Blue Spawn to A Domination Flag

Blue Spawn → B Flag

  • Time to B: ~15 seconds, slightly slower than Red's approach

  • Route Layout: Sloped tunnel leads into mid fountain area, exiting at a lower elevation than Red side

  • Sightline Risk: On exit, Blue players are exposed to Red’s mid balcony—creating a natural disadvantage

  • Design Reflection: This asymmetry introduces early pressure for Blue, encouraging flanks or coordinated pushes. In future iterations, I’d explore soft cover placement or timing offsets to balance initial B fights

Red Spawn → B Flag

  • Time to B: ~15 seconds

  • Initial Path: Snakes through the house providing a covered route but with many angles to be flanked

  • Engagement Zone: B-Site serves as first major contest space—sightlines open up, with limited hard cover

  • Player Choice: Push directly into B through mid (fast but risky) or rotate wide through flank hall for safer entry with more cover

Red Spawn to A Domination Flag

Blue Spawn to B Domination Flag

Blue Spawn to C Domination Flag

Blue Spawn → A Flag

  • Time to A: ~7 seconds—faster access than Red side

  • Route Layout: Direct line through an open plaza with light cover

  • Sightline Risk: Quick path comes at a cost—players are exposed to long-range fire from mid if not careful

  • A Flag Placement: Set in a recessed locker room area off of the basketball court

  • Design Reflection: Blue’s faster access gives them early control and decent cover, but open angles make holding it a challenge. In future balance passes, I’d explore giving Blue side faster alternate access or adding a soft stall for Blue’s initial push

Blue Spawn → C Flag

  • Time to C: ~16 seconds—longest of the three flag routes for Blue

  • Route Layout: Winding path through flank hall and outer corridor, with scattered cover and multiple turn angles

  • Sightlines: Limited visibility until final approach, where the shed opens up to multiple entry points

  • C Flag Placement: Positioned inside a small garden shed—defensible but vulnerable to multi-angle breach

  • Design Reflection: Blue’s delayed access gives Red early control, but the longer path supports flanks and late-round pressure.

Playthrough

First Pass Blockout

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