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Battlefield V Fan map (concept)

Overview

To create a map for Battlefield V I would need to focus on the mechanics of the game and how this would change an FPS map. The main mechanics that would affect the design of the map would be:

Destructible terrane: This mechanic has been a staple of the Battlefield series. This changes the map as the game plays out, pieces of cover might get taken away or new shooting angles might open up. On certain maps, especially urban maps, some parts of structures will remain un-destructible as the terrain can’t play a factor in the map and what challenges the players will face in the match.

To demonstrate this in my prototype I have made the walls and floors that can be destroyed coloured red to contrast the yellow I have used for basic environment pieces.

 

Fortifications: This is a more recent addition to the series that adds to the changing of the map that the destructible terrain brings to the game. The player can build barricades and bridges, in some cases to replace the cover/terrain that has been destroyed. These fortifications are usually more centred around the objective points of the map favouring the defenders but they can be in place for the attackers as well.

To indicate where these fortification points would be with this lighter green colour MAT to contrast from the other colours in the map. I have also included icons for machine guns and repair/supply points that will be available that can be built using the same input.

Map Layout

For this first section of the map, I created a control point objective with three to four routes for the attackers to take to get to the point. 

 

Each of these routes has its risks and rewards, with the middle two routes being the shortest but being close together so defenders can easily move the focus from one to another fairly easily whereas the side routes would stretch out the defenders by flanking the defenders and opening new angles of attack but the downsides to these routes are the defenders can set up in these areas better to prevent the attackers taking them.

The Middle 2 routes to the point

  • Shortest route

  • Can get to a medium distance from the point without being seen due to this courtyard area that will be unavailable to the defenders.

  • Buildings flanking these routes that can be used as cover but this cover can be broken down as part of the destructible terrain mechanic shifting the dynamic of the game as the match plays out.

Side road route

  • Can only access this route from the middle routes.

  • Defenders can aim at the attackers when they try to access this route.

    • Attackers have to run through open space to access this route.

  • Defenders can also reach this route first and try to prevent the attackers from using it

  • A courtyard space is present to allow attackers to spawn in on squad members as it is out of sight from the point and the defences around it.

  • Route would stretch out the defending players leaving more gaps for the attackers to run into the point.

  • Less destructible terrain to encourage the attackers to take this route later in the match as the cover around the middle two routes disappears.

Side courtyard route 

  • Can be accessed from a separate path from the other routes

    • The route is more open and defenders can set up in cover further down making it a high-risk route to take

  • Less destructible terrain

    • Provides more cover for the attackers when they reach the building beside the point allowing them to have a safe point to spawn on squadmates close to the objective.

    • Encourages the attackers to prefer this route later into the match due to more cover

  • Defenders and attackers have multiple layers to take and hold with the cover that can be destroyed and rebuilt with the fortification mechanic.

  • A second route that further flanks the point stretches out the defenders. Which can be taken by vehicles on the map but defenders have several ways of attacking any vehicle that can use it.

  • Good angle on other defensible areas to allow the attackers to put pressure on a line of defence from multiple angles.

Defendable points

  • The objective has several points around it that can have fortified cover re-established after it’s been destroyed.

  • Multiple sniper points add an extra element of risk to the attackers and create an extra challenge in moments.

  • An extra line of defence to prevent them being pushed back to the spawn too easily. 

    • Allowing defenders to recover the objective before attackers can capture the point.

Setting

For the setting of this level during the Second World War I looked at towns and villages around Western Europe mainly near the Rhineland area as this saw the most fighting during a period of conflict which would have had the more well-known weapons and vehicles for player use during the match while remaining historically accurate. It would also allow for the attackers in this scenario to either be the British or American skins as this was a combined offensive from the allies.

The main points of inspiration I took from were some of the main buildings that are on the level.

The town hall building: For the town hall building I looked at examples of city/town halls in Western Germany and Eastern France and saw a good number of them had a clock or bell tower which I would incorporate as a sniper tower.

Town Buildings: The residential buildings that flank the main routes to the point I based on some of the buildings that can be seen in old photos of Mainz, Frankfurt and Strasbourg but simplified as this was supposed to be a block out. For the interior, I kept it tight and compact as this would be in a higher-density area.

Town house building comparion.png

Here is a comparison of the old photos from Mainz (top left), Frankfurt (top right) and Strasbourg (bottom left) with a screenshot of the level. This shows the inspiration for how I laid this out, with how close the buildings are to the street, layout of the windows and having a cut off corner.

Contact me

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Contact me via email: christopher.carr@ntlworld.com

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