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Janne Markkula
Level Designer
Mancer

(This project is a work in progress)
A skillshot focused arena brawler custom game for Dota 2, made with official Dota 2 modding tools (Valve Hammer Editor).
For the level design of this project, I focused on:
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Using walls and other tall objects at key spots on the map to block players' line of sight and introduce places to hide and regroup.
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Adding impassable terrain such as pits of water that need to either be circled around, or jumped over with an ability.
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Making the size of the maps reasonable for 1v1, 2v2, and 3v3 gameplay.
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Placing objectives in ways that add strategic depth to the gameplay.
Project Details
Development Time: Under Development
Development Platform: Official Dota 2 Modding Tools (Valve Hammer Editor)
Main Responsibilities: Level Design, Game Design, Lighting and Atmosphere, Set Dressing
Challenges: Learning a new tool, Balancing existing abilities to work with a totally different game mode
Design and Process
Mancer is a skillshot focused arena brawler custom game for Dota 2. Players fight in rounds of 3v3, 2v2 or 1v1 battles until all of the opposing players are dead.
In the design of the arenas, I focused on the placement of objectives, line of sight blockers, different paths and choke points, and high and low ground differences, while making sure there was enough open space for big team fights.
All assets used are from Dota 2.



An example of all the main elements in one of the maps (Royal Garden).
Health Runes heal the player for a set amount, Mana Runes give mana, which is used to cast one's ultimate ability.
The Phoenix Egg in the center gives another life to the player who destroys it.
Maps



Imperial Estate
This was the first map I created while learning the tools that Valve Hammer Editor provides.
The map is fairly simple, with no elevation differences (except for each teams' spawn points), but it provides plenty of opportunities to outplay the opponent with multiple walls blocking line of sight, as well as narrow paths that provide choke points, making it slightly more dangerous to go for the runes furthest away from the center.



Royal Garden
This was the first map where I experimented with elevation differences.
There are small high ground areas with Health Runes near each team’s spawn point. The position makes them relatively safe to go for, but at the same time, an enemy could be waiting at the top of the stairs.
The center area is on low ground, which makes it more dangerous as you cannot see the surrounding area from that position. The Mana Runes and the Phoenix Egg are also in there, though, which naturally leads to fights over them at the center of the map.



Forgotten Colosseum
Here I tried to limit myself to a single plane again, but with a less symmetrical feeling design. The map is still symmetrical, but diagonally this time, making it less obvious.
Mana Runes are near the center again, but Health Runes are placed in each corner, making players have to leave the center for a long time if they need to heal, giving the other team the advantage.



Desert Sands
Another diagonally symmetrical map. This one also has small high ground areas with Health Runes in the corners.
The center area is surrounded by pits, limiting the ways the middle can be approached to four narrow paths (or using a movement ability to jump across).
There are also a bunch of rocks that limit visibility and provide places to hide and regroup.