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Redmatch 2: Level Design

rm_Metro 1.PNG

About Redmatch 2

Redmatch 2 is a free online multiplayer FPS developed by Rugbug Redfern. Its a simple yet fast paced and engaging FPS where players can upgrade their stats in-game using 'Kill Points' acquired by eliminating enemy players.

I've always wanted to practice multiplayer FPS Level Design and I saw this game with a small following as an opportunity to engage on that. I reached out to the developer and offered to design maps to expand on his already existing map pool and he gladly accepted.

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Introduction

Redmatch's visual aesthetic is to be as simple and easy on the eyes as possible, much of this is achieved by using prototype developer textures (Reminiscent of community maps for Source Engine games) with bright and fun colours that are easy on the eyes and allow player characters to stand out from the environment.

Redmatch is also very fast paced, requiring lots of twitch-like reaction speed and constant movement from players, because standing still for too long will mean inevitable death.

Player's tend to sore through the air and glide across the map with maximum upgraded Move Speed and Jump height so I was set out to design maps that support that type of fast paced gamplay while respecting the game's traditional FPS characteristics.

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RM_Metro

Metro was the first map I built for the game and I wanted to closely follow the games heavy emphasis on movement. So I designed Metro to allow players to freely parkour from platform to platform and allowing them to maintain high momentum.

At the same time I thought really hard about lines of sight and where players could see one another from particular angles and positions in the map while keeping the original design of movement.

I wanted to allow players to gain advantages and potentially outplay other players with higher upgrades by using their surroundings to help them in fights they would otherwise lose. I achieved this by giving every area and tunnel multiple entrances and exits to help players kite their opponents, because its always fun to have multiple options to play with rather than just one set and stone entry and exit.

 

As well as several pillars and walls to peak and weave around. Although not just randomly placed, each wall and pillar served a purpose to support long and short ranged Line of Sight and assist players in firefights, especially in One Versus Two (or more) situations. 

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Original Floorplan Sketch

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First Pass

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Second Pass

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Final

rm_Metro in Action

RM_Metro
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RM_Outskirts

Following up from Metro, I wanted to make a largely exterior map that featured in-door environments, to give a bit of charm to Outskirts I figured a large apartment complex would be an interesting addition.

I wanted the map to feature large open areas and high up areas to support long ranged sniping gameplay and challenge player's vertical aim and precision.

So to achieve this I made the apartment complex feature two stories with several windows as well as an accessible rooftop with several barriers and cover. And across the town an unfinished construction site for two buildings with a clock tower in-between and scaffolding connecting the two.

Leaving a sort of 'No Mans Land' in the middle of the map with the two main points of interest being the buildings.

I also wanted to experiment with some sort of environmental story telling, so the story I wanted to tell with outskirts is some type of civil war that occurred in the town which causes it to be abandoned.

 

I think this was fairly easy and simple to achieve simply by destroying big chunks of the buildings and apartments, but the real icing on the cake is the un-exploded missile that hit the apartments (Which can be seen in Slide 3 of the Second Pass). 
 

I think something as simple as this can add tons of character and charm to the map, allowing players to put two and two together and gather their own thoughts of what might've happened in this town.

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Original Floorplan Sketch

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First Pass

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Second Pass

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Final

rm_Outskirts in Action

RM_Outskirts
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RM_Orbit

Redmatch had released a major update featuring Grappling Hooks heavily inspired by Attack on Titans 'ODM Gear'. I felt like I needed to make a map that fully utilizes the new Grapping Mechanics.

Recently I felt inspired by a piece of CG artwork that featured a crumbled building floating in space, and felt like that would make a great set piece for a map and help design it around Redmatch's new Grappling Hook system.

A reoccurring challenge for me was designing Orbit to fully utilize the Grappling Hook System while also having just about every area of the map accessible without the Grappling Hooks. As there are options for Redmatch to be played without the Grappling Hooks.

So I had to find a way to design the map with a structure in mind, while supporting boots on the ground gameplay and avoid having the map feel "Random".

To circumvent this, I designed the platforms and debris in a circular motion, as if these obstacles and platforms are "Orbiting" around the center building.

 

This way I can keep Lines of Sight consistent and fair and avoid this feeling of Randomness, by having a structural flow to the map. 

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Original Floorplan Sketch
(Heavily deviated from)

rM_Orbit_Concept.png

Original Concept

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Early Preview

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First Pass Preview GIF 

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Final

rm_Orbit in Action

RM_Orbit
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