Medal of Honor: Above and Beyond - Multiplayer
Respawn Entertainment, 2018 - 2021, Unreal Editor 4
Medal of Honor: Above and Beyond is a WWII first person shooter released on PC VR platforms. It has a full singleplayer campaign, PvP multiplayer, and an Oscar winning documentary series embedded in the game.
The multiplayer portion of the game had 5 game modes — deathmatch, team deathmatch, mad bomber, domination, blast radius — and 12 maps that utilized the art assets from the campaign. I was the level designer of 5 maps, which involved blockout and setting up gameplay POIs. I also designed and scripted the UI for multiplayer, as we did not have a UI department.
To see my work on the singleplayer campaign of the game, go here.
One of the main design points behind my multiplayer maps in this game was to fully utilize the 6-dof of VR movement. I did this by cascading the geometry over big and small quarters, with plenty of partial cover to physically lean over or behind.
Ample verticality was another point. One may think that a slow, boots-on-the-ground movement style may limit the height variance, but a little verticality goes a long way in VR. While it can be a tricky task to encourage the players to look up or down in HD games, VR players have a heightened sense of the space with a wide peripheral vision that I aimed to stimulate.
Below are some side-by-side screenshots from my blockouts and the final art. Click on each to see the full size image.
Ice Caves
Medium sized map, using the Norway environment. There are two main arenas, connected by a main path and a side path.
Streets of Dubuisson
Big map with two main buildings standing off in the middle was to create a good central battle, while the surrounding areas added height variance and facilitated player movement through the push and pull of small skirmishes.
Beardo Benjo’s Play Clip (on Meta Quest 2)
Winery of the Vino Bros.
A small 3-point map. I made it to support fast paced skirmishes, but also objective based game modes in a way that facilitates player continuous player movement.
Secret Sub Pen
A medium sized map where I tried to do some interesting things. I wanted to fulfill a fantasy of fighting inside a u-boat, but u-boats make terrible multiplayer maps. So I put it in a pen and cut parts of it out.
Rockets of Peenemünde
A medium sized 2-point map fighting over a central gantry structure. Extreme verticality and long sightlines balanced with small side lanes
It’s not always easy to get a full lobby of internal testers while you iterate on a map. To test the fairness of spawn points, chokepoints, and the push and pull rotation I would start a match filled with bots and leave it for awhile. When I came back, I could see by the piles of dropped loot where the fights and deaths were happening, and which side / class was winning them more.
With bots you can assure it wasn’t the skill difference between players so this was a quick gut-check I could do early in the process, before we had any sophisticated tools.