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Role

Solo Project

Duration

2 Days

Tools

Unreal Engine 4

"Nessus" is a Destiny 2 Inspired Map for the PvP Gambit Game Mode, set on the Centaur minor planet, 7066 Nessus.

Combatants must compete to fight against the Minions of Darkness.  The team to defeat the primeval first, wins.

Fight. Collect. Bank. Invade.

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References

Thematics

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Initial Blockout

Initial Blockout

Getting the Initial Feel

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Initial Thoughts on For Map

Initial Blockout - General Shape Rough Outs

When I first started imagining the map, I quickly thought out different patterns in current Destiny Gambit Maps, finding the following usually occuring:

  • 3 Main Enemy Fronts

    • 2 Exterior Places​ + 1 Interior

  • Verticality to give Attackers advantage while invading

During initial blockout I focused on getting the rough geometry down and honing in the general play space for the game.

I aimed to also place in rudimentary thematics utilizing sparse foliage and geometric shapes similar to my reference points from how the Nessus Planet is within Destiny 2.

PAPER MAPS

Paper Maps

Mapping Out Zones

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I created 3 different abilities the player with varying purposes that would aid a player in a combat encounter with the three abilities representing the ability to: block, attack, and evade.

Guide Map

Area 1 - Spawn & Backfield

Spawn & Backfield

Area 1 - Defender Spawn

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Spawn + Backfield Screenshots

The spawn area and backfield are the main grounds for the players on a team to spawn, deposit motes and fight the primeval and blockers.

In this space I wanted to keep the spawn area itself more secluded and slowly open up from a cavernous ruin to the open layout of the play space to create a separation of environment.

The center of the backfield where the bank and invasion portal area located are elevated and surrounded by pillars to allow players some semblance of cover from enemies in an otherwise wide-open combat space.

Spawn + Backfield

  • Safe Zones (Spawn)

  • Deposit Motes

  • Fight Blockers and the Primeval

  • Defend Bank from Blockers

  • Open Combat + Covers

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Area 2 - Ruins

Ruins

Area 2 - CQC

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Ruins Screenshots

The Ruins is a more interior-based space, focused on more close-quartered combat.

I wanted to create a sense of tension in this space not only with the normal enemies but from the PvP as well.  The Attacker's Spawn puts them at a vantage point, allowing them to feel like a powerhouse against the defending 3-man team, balancing the 1 v 3 dynamic.

Ruins

  • Close-Quartered Combat (CQC)

  • Verticality

  • Vantage Points for the Attacker

  • Covers for Defending Team

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Area 3 - Temple

Temple

Area 3 - Open Combat Space

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Temple Screenshots

The Temple is a more open area for fighting, with similar structure to the Backfield, but having more cover for defenders and vantage points for the attacker, respectively, to intensify combat.

Temple

  • Open-Area Combat + Covers

  • Windows into Ruins

  • Vantage Points for Attacker

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Area 4 - Pond

Pond

Thematics

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Pond Screenshots

The Pond is a more organic exterior, compared to the Temple and Ruins.  Covered in foliage, water, and varying verticality based on the rockiness of the space, players must jump around and always check their surroundings to beware of enemies or enemy attackers hiding around.

Pond​​

  • Lower-Vision Open Area

  • Verticality & Terrain Changes

  • Hiding in Foliage

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Thanks for checking out my portfolio!

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