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Synopsis
Space Cargo is a blockout of compact PvP map designed for a first-person shooter, inspired by games like Valorant and FragPunk. It is tailored for 3v3 team-based combat with a core mechanic centered around zone control.
Concept and Project Goal
The map aims to deliver intense and tactical gameplay in the confined setting of a space cargo terminal. Developed as part of a portfolio project, it showcases skills in level design, verticality, thoughtful flow, and a cohesive visual style.
Short Information
Map name: Space Cargo
Purpose: Portfolio project, PvP shooter
Engine: Unreal Engine 5
Game genre: First-Person Shooter
Game references: Valorant, FragPunk
Map type: Team PvP 3x3
Main objective: Control zones
Map size: Small
Key Gameplay Features
Main Objectives
Control Zone - Players fight to control two key areas. For every 5 seconds a zone remains under a team’s control, points are awarded. The first team to reach 100 points wins.
🞿Verticality:
The two-story design of the location enhances vertical gameplay. Players can use ramps, staircases, and lifts to gain height advantages or flank enemies from unexpected angles, creating dynamic encounters.

🞿Circular Flow:
The circular (looping) layout of rooms and corridors promotes an equal and active gameplay flow for both teams. This design ensures constant player movement and engagement, preventing bottlenecks.

🞿Varied Angles and Corridors:
The variation in corridor angles and turns introduces tactical opportunities for ambushes, quick retreats, and dynamic combat scenarios. This layout adds depth and interest to the gameplay by encouraging strategic positioning and adaptability.
Visual Style and Atmosphere
Theme:
The map is set inside an industrial space cargo station, designed with a strong sense of function over form. Harsh metallic architecture, exposed pipes, and utilitarian machinery establish the setting as a working, practical environment — not a place built for comfort. Subtle futuristic design elements such as embedded neon lighting, digital panels, and modular construction give the map a grounded sci-fi flavor.

Mood & Tone:
The overall atmosphere is cold, tense, and utilitarian. Every part of the environment feels worn, overused, and slightly neglected — as if the station has been operating beyond its intended lifespan.
This sense of abandonment is intentional: it enhances the feeling of conflict taking place in a forgotten or repurposed space, far from civilization. Despite the decay, touches of high-tech sophistication remain, hinting at advanced systems still functioning in the background.

Color Palette:
🞿 Primary Colors: Dominated by cold gray tones that reflect metal, concrete, and industrial surfaces.
🞿 Accent Colors: Bright yellow is used sparingly to highlight interactive elements and points of interest (like zone borders, hazard lines, or lift panels).
🞿 Secondary Accents: Neon lights in blue, white, and orange give the map a sci-fi edge while subtly guiding player attention.
Resource placement
Block diagram
Before diving into sketches or visuals, I always start with a block diagram — a simplified top-down layout that defines the core structure of the level. It outlines player spawns, control zones, key paths, and major choke points.

This layout isn’t about visuals — it’s about flow, balance, and functionality. It helps ensure fair distances, readable routes, and supports the main objective of the map.

The block scheme also serves as a foundation for the level sketch, making it easier to visualize sightlines, vertical elements, and player movement in the next stages of design.
Sketch
Once the reference board and blockout layout were complete, I created a detailed top-down sketch in Procreate. Using layers allowed me to iterate quickly, explore layout ideas, and adjust visual flow without starting from scratch.

This sketch bridges the gap between design intent and production. It’s a flexible visual blueprint that helps communicate the gameplay rhythm, player paths, key zones, and sightlines — before diving into engine work.
Gameplay Video
Summary
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Space Cargo is a compact 3v3 multiplayer FPS map designed in Unreal Engine 5 as a portfolio piece focused on level design fundamentals. The map supports a Control Zone game mode, encouraging tight coordination, strategic positioning, and constant movement.

Through a combination of vertical gameplay, circular flow, and tactical sightlines, the level aims to create dynamic encounters and maintain player engagement. From early blockout to mood exploration, every step of the process was driven by design goals: clarity, balance, and atmosphere.

This project helped me deepen my understanding of:
🞿Designing readable, engaging combat spaces
🞿Balancing flow and fairness for both teams
🞿Communicating tone through lighting, color, and environment

Space Cargo is not just a map — it’s a complete level design study, from idea to execution.
Thanks for your attention!
© 2025 Niko Timo
nikotimo11@gmail.com