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Level Analysis Akhet in FragPunk
FragPunk is a first-person hero shooter developed by Bad Guitar Studio and published by NetEase. The game launched on Windows on March 6, 2025, and follows a free-to-play, live-service model.

FragPunk is a 5v5 online multiplayer tactical shooter where players choose unique characters known as Lancers, each with their own abilities. In the main mode — Shard Clash — one team attacks, planting the Converter (a bomb), while the other defends and attempts to defuse it.

The game launched with a diverse set of maps, each with its own visual identity. For this article, I’ll focus on one of the core maps — Akhet — designed specifically for the main game mode.
Since the entire gameplay revolves around planting and defusing the Converter, Akhet is fully built around that premise. You won’t find modes like Capture the Flag, Payload Escort, Hostage Rescue, or classic Deathmatch here — and that’s a good thing.
Map Layout
One of the first things to note: Akhet is a multi-level map. By default, the first floor is highlighted, and it automatically switches to the second when a player moves between levels. You can also switch floors manually.
As with most modern shooters, the map may feel complex and disorienting at first glance. But once you break it down into a block diagram, things become much clearer. Incidentally, that’s exactly how I begin my own level design process. 
On the block diagram, four critical areas stand out immediately:
 🞿 Spawn points for both teams (Attackers & Defenders)
 🞿 Two potential plant sites for the Converter (A and B)

These elements are essential to the mode’s functionality. I’ve highlighted them in blue and orange on my diagram.
From there, we add additional rooms — in this case, Room 1 and Room 2 — as well as alternate routes. These optional spaces create tactical depth and replayability.

However, too many routes can be a problem. More than three core paths is generally considered a design risk. It becomes harder to predict player movement, leading to chaotic, unfocused matches. You lose clear conflict zones and strategic flow.

The gold standard is three primary lanes — A, B, and Mid — but with variations within each, allowing players to change directions without fully backtracking. Think of it as a loop-based design, and Akhet nails it. Each side has multiple entry points and flanking paths. The map is also symmetrical, which is critical for balance in competitive play.
Interactive Elements
Akhet features several interactive objects that spice up gameplay and help break the monotony of running and gunning.

🞿 Stream – A one-way water current that pushes the player forward. Moving against it is nearly impossible. It ends with a fountain that launches you upward, letting you exit the tunnel. The stream starts at Mid (Room 1) and ends at Site A — perfect for a surprise push.
🞿 Doors – Classic FPS utility. They can be opened or closed manually. They make noise, block sightlines, and require proximity to interact. Used tactically, they can delay or bait enemies.
🞿 Rope – A fast way to reach higher levels. It replaces traditional ladders and keeps flow smooth in vertical maps.
🞿 Elevator – Another mobility tool. Like doors, it’s noisy, but it works in both directions. The idea is similar to the rope — to reduce traversal time between vertical spaces.

And then there’s the slot machine — a fun, once-per-round feature. Each player can spin it to win bonus gear or shard currency (used for card upgrades). It’s a small twist that adds lighthearted pacing between rounds. Importantly, each interactive object appears only once per map, which prevents clutter or gimmick overload.
Duel Mode
When the score hits 3:3 or 5:5, the game enters Duel Mode — a sudden-death mechanic where players take turns in 1v1 showdowns until one team wins.
It’s an intense, high-pressure shift. Suddenly, personal skill and decision-making become everything. This is where nerves are tested.
Fights take place on miniature arenas using the same theme as the main map. Despite their size, they still offer multiple paths, but most routes intersect, making them ideal for fast, high-stakes duels.
These duel maps replicate the main map’s signature features — if Akhet has a stream or teleporters, so will its duel version. That’s a clever touch.
Training Mode
One of the most useful tools for players — and especially level designers — is Training Mode.
It lets you:
 🞿 Try all Lancers for use differents skills include special moving skills
 🞿 Practice utility usage and grenade arcs
 🞿 Mark key points
And most importantly — enter free-fly camera mode to analyze the level from any angle

As someone who builds maps, this mode is a blessing. Every shooter should have something like it.
Speculative Fire
One of the most exciting tactical layers in FragPunk is speculative fire — shooting or throwing utility into areas where you expect enemies to be, without direct line of sight.
At first glance, some parts of the environment might seem cluttered or oddly shaped. But that’s deliberate. These are “blind shot” zones — not bugs, but features.
The game provides plenty of tools for this:
  🞿 Regular and incendiary grenades
  🞿 Secondary weapons (some pistols fire grenade-like projectiles)
  🞿 Lancer abilities with arc trajectories
  🞿 Vent openings and ceiling gaps for high-angle shots
Because early-round routes are somewhat predictable, well-coordinated teams can land utility precisely — dealing damage from safe positions with no risk.
/ 3
Visual Language
Akhet uses two levels of visual guidance:
Classic – Environmental cues and graffiti, like “A ←” spray-painted on walls — familiar from games like CS.
Modern – Glowing floor paths that lead to objectives or planted bombs. Clean, intuitive, and optional (you can turn them off in settings).
Both systems work well. The design clearly considers new players and high-speed decision making alike.
/ 3
Pain Points
There are still a few design flaws. Mainly, they stem from the devs' desire to show off the visual beauty of the map — which sometimes works against gameplay.
For example, you might see a ledge that looks climbable — but it’s blocked by an invisible wall. That’s frustrating. Especially for new players who expect functional consistency. It breaks immersion and feels like a missed opportunity.
If your eye is drawn to something that looks tactically valuable — but you can’t use it — that’s a design problem.
/ 3
Conclusion
Akhet is a strong, well-built map that embraces modern FPS design principles. Its symmetry, layered structure, and interactive elements create a fluid, replayable experience.
I especially appreciated how the level supports speculative fire and team coordination. There are smart vertical lines, tactical blind spots, and just enough complexity to reward deep map knowledge.
Yes, there are areas for improvement — mainly in environmental readability and invisible walls — but overall, Akhet is a competitive-ready map with clear potential for esports and ranked play.
Thanks for your attention!

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