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Steel Plant

"Steelplant" is a  10v10 FPS map, inspired by a sudden burst of creativity while I was playing Call of Duty 21. The map focuses on team-based combat and tactical strategy, featuring a unique industrial setting designed to deliver an intense and thrilling multiplayer experience.

                          - What's hidden beneath the steel plant -

Design

Duration
 

Oct 2024 - Nov 2024 (1 Week)

Team

Individual

Tools
 

​Design

The map is set in an abandoned steel factory ( with an hidden armory beneath ), combining industrial grit with a sense of decay. It takes cues from Shipment’s confined spaces and frenetic action, interweaving them with Nuketown’s strategic choke points and clear lanes. Players can dart between rusty machinery, maneuver through collapsing corridors, or find elevated positions to gain a tactical advantage.

The flanks offer open combat zones for direct confrontations, while the center is a labyrinth of narrow pathways and cover opportunities, catering to more deliberate, tactical gameplay.

Levels

The Level maps' style is inspired by Call of Duty 4 : Modern Warfare, one of the most classic Call of Duty. The blue-green fluorescence with a sense of technology is its unique style.
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L1
L2
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Underground
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L1 - Ground Floor

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At each spawn point, players have access to a ladder and an underground sewer system located on the left and right sides. These pathways allow players to safely traverse to the upper or lower levels of the map without exposing themselves to direct enemy fire. This design encourages strategic movement and provides opportunities for players to reposition before engaging in combat across the map’s multiple layers.
Spawn Point
This side pathway serves as a sniper lane, offering long sightlines for players who prefer precision combat. Symmetrical cover placements on both sides are designed to give players with close-range weapons the means to evade or counter enemy snipers. This allows them to navigate the lane safely and reach their desired destinations without being overly exposed.
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Side Pathway_1
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This pathway is designed so that only one side can access it at the start of the match. To balance the flow for both teams, I added a small opening for the opposing side. This allows snipers or confident sharpshooters to intercept players entering the lane right from the start. In the picture, you'll notice a small car placed strategically as cover for players moving into this area. The car provides a dynamic space for maneuvering during engagements while ensuring it blocks any attackable gaps, keeping the firefight fair and skill-based.
Side Pathway_2
This layout is inspired by the classic Shipment map from Call of Duty, dividing a square arena into four equal sections with similar cover arrangements on each side. However, in this map, the upper-side players have access to Side Pathway_2, giving them an additional movement option compared to the lower-side players. To maintain balance, I reduced the number of cover placements for the upper-side players, ensuring both teams have fair opportunities to strategize and engage effectively.
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Center Combat Zone

L2 - Upper Floor

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The second floor features a walkway connecting both sides of the map and serves as a high ground advantage over the first floor. Controlling this vantage point allows players to exert significant pressure on those engaged in combat below. However, to balance its strategic strength, the second floor has no substantial cover—only closely spaced railings that provide minimal visual concealment. This design ensures that skilled players on the ground can still challenge and eliminate opponents on the upper level, maintaining fair gameplay dynamics.
L2_Maintenance access

Underground

Players can descend from the spawn point's stairs into the sewer, allowing for strategic infiltration or combat against the enemy base. At the base of each staircase, a cover is placed to ensure that players are not immediately exposed to enemy fire upon entering the lower level. The covers provide essential protection, allowing players to reposition or plan their next move without being caught off guard.
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Sewer
The central ‘corridor’ remains consistent with the previous design, serving as a dedicated lane for snipers to engage from a distance. However, unlike the L1 side pathway, the number of cover placements in this area is limited to encourage players to move towards the adjacent armory for close-quarters combat. This kind of design is in order to promote dynamic gameplay, where players must balance long-range shooting with the opportunity for intense.
Sewer
The armory area mirrors the central combat zone on the first floor, but in a more compact form. It features similar cover placements on all sides, giving players the flexibility to choose their approach and adapt their tactics. Whether they prefer aggressive flanking, defensive positioning, or coordinated team maneuvers, the armory provides a dynamic environment for varied playstyles in close-quarters combat in a more intense enviroment.
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Armory
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Spawn Point - Attack Routes
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L2_Maintenance access - Attack Routes

Attack Routes ( Examples )

The Green and Red arrows represent two opposite teams
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Side Pathway_1 - Attack Routes
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Sewer- Attack Routes
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Side Pathway_2 - Attack Routes
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Armory - Attack Routes
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