DM Rig

Top-down overview of the level

Top-down overview of the level

The middle and upper levels of tower

The middle and upper levels of tower

Platform looking at Processing (left) and the Green Hall/Loading Tunnel transition (right)

Platform looking at Processing (left) and the Green Hall/Loading Tunnel transition (right)

Yard from Warehouse Entrance

Yard from Warehouse Entrance

Stairwell inside of Processing

Stairwell inside of Processing

Outside of Tunnel entrances

Outside of Tunnel entrances

Checkpoint

Checkpoint

Green Hall (Upper area) and Loading Tunnel (Lower area) transition

Green Hall (Upper area) and Loading Tunnel (Lower area) transition

Wide shot of Yard, Tower, Warehouse Entry, and Platform

Wide shot of Yard, Tower, Warehouse Entry, and Platform

Out of Bounds detail at checkpoint

Out of Bounds detail at checkpoint

DM Rig

A deathmatch map made for Open Fortress, a Team Fortress 2 mod with Quake like mechanics. For this map I decided to create a central focal point that the flow of the map would be centered around. The tower was created to give both a position advantage and deliver a high powered weapon, the G.I.B. My inspiration for this map lies in the Call of Duty map Rust. While its far from the source material, it created a great conceptual foundation to build off of.

This map has a large amount of verticality with plenty of paths to take while fighting. Plenty of health pill strips are placed to get players to challenge and reward the player's mechanical movement skills.

For the environment I wanted to try a night map because I felt like it had the potential to create a moody, mysterious atmosphere. Theres plenty of hidden details that make this map really fun to explore.

Check out the blockmesh version of the map as well as some additional thoughts here:
https://smtroehler.artstation.com/blog/Wm6V/dm-rig-wip