Through the CoD case study the 2 highlighted game modes were Bomb Defusal and Hardpoint due to their varying designs and these 2 modes will continue to be the focus of research. I will look to explore ways in which these modes can exist in the same level while considering their uncovered key design elements.
I began by creating base designs for each mode as influenced by their assessed key design elements from the CoD case study. I did this with the aim of determining which would be the best for a multi-mode design. Then afterwards i would look at ways in which the other mode could be implemented.
Bomb Defusal Base Design
Hardpoint Base Design
Both of these grey boxes contained specific design elements for each mode as uncovered through the CoD level design analysis. With bomb defusal requiring asymmetrical spawns as well as 2 focused objectives containing lots of cover to support gameplay. Where as hardpoint levels required more space for its higher quantity of objective points as well as geometrical symmetry. Both designs were quite different despite both utilizing a 3-lane system.
Visually, it became clear that trying to design other modes around a bomb defusal level would require a lot more balancing due to its few objective points and heavily asymmetrical design being unsuited to other modes. Where as the hardpoint base design already supports 4+ areas for objectives and may already support other game modes before even requiring balancing.
Evidently, the hardpoint base gave a more balanced design for numerous modes but didnt fully support bomb defusal as the enhancing design element of asymmetrical objective placement was missing and so balancing solutions were formed to fix this while attempting to keep the changes to a minimal.
The first solution theorised spawns be changed solely for bomb defusal, meaning that the altered spawn would support bomb defusal but have no effect on hardpoint.
Positives
Adds bomb site proximity asymmetry only when it is required.
Doesnt affect hardpoint layout
Negatives
Undoes balance elsewhere since the centre of the map would be closer to the defending team which may give them an advantage.
The varying spawns may also cause confusion due to the different environment and negatively impact the UX.
The second solutions looks into simply moving the bomb sites closer to the defenders spawn. This would be done by adding additional objective points (others wouldnt be removed just replaced in bomb defusal).
Positives
Adds bomb site proximity asymmetry
doesnt impact majority of level
Negatives
Requires 2 new objectives
Balancing new objectives may causes overall unwanted asymmetry due to the added geometry
The third and most balanced solution combines the previous two by evenly moving spawns and integrating one new objective.
By moving the spawns in oppsosite directions, it moves the defenders closer to one objective while synonymously moving the attackers away although this means that a new objective will have to be created on the defenders side.
Positives
Proximity to centre remains balanced, meaning game modes requiring it like hardpoint arent affected
Adds bomb site proximity asymmetry
Negatives
Requires 1 new objective (although causes minimal effect)
I decided to iterate further using this solution.
Before added balancing With added balancing
Using Solution #3 as a base for the multi-mode design, i then went back to the literature research where core design elements and balancing mechanisms were discovered to further improve the level.
I found that the base designs altered spawns had led to the side lanes becoming favoured for either team. Left - red team/defenders & right - blue team/attackers. Although each team equally controlled a lane - maintaining symmetrical balance, it meant that the side lanes may be used more frequently to reach the middle objective than intended which would misdirect the flow.
I balanced this by giving the disadvantaged side lines of sight and cover so that they could prevent the connectors being overutilised. This also required measurement balancing, which was recorded in-engine by collecting the times required to reach certain points.
Additional connectors were also added for the players attempting to cut off the side lanes as i felt they shouldnt be punished for this playstyle and should also have a fair route into the centre.
Overall, the purpose of this balancing was to reinstate the purpose of side lanes as flanking routes/alternative options to the central objective while maintaining the middle lane as the primary choke point. By correcting the 3-lane system, flow patterns should function as intended.
Multi-mode design with domination points.
I also looked into whether or not the other Black Ops 6 game modes would fit into this design.
To test this for Domination (a CoD game mode), I placed the required objective points similarly to how they would often be seen in CoD. 2 new objective points would be required, although i feel these 2 points dont require much balancing due to the game mode revolving around who controls the central objective.
As well as Domination, other modes that contain the same objective points and would likely be suited to the design include:
Headquarters (CoD)
Control (CoD)
Kill Confirmed (CoD)
Demolition (previous CoD's)
Capture the flag (previous CoDs and other titles)
Team Deathmatch (CoD and other titles)
Ultimately, i found that all symmetrical and asymmetrical team-based game modes from BO6 would fit into the level. However, individual modes such as free for all/deathmatch may not fit due to the research focussing on team balance. Team deathmatch and kill confirmed would likely fit due to their symmetrical design but the level would require much more gun fight balancing due to their strict kill-based objectives. Although i feel this wouldnt require structural changes to the level.
Although the multi-mode base design reflects the intended aims of the project, I also wanted to take it a step further and test the practicality of this design by building it in different environments.
I took free assets from Fab (credited further on) and imported them into Unreal Engine where I documented the development process.
With environment #1, I used one asset pack and it was flexible meaning that everything could be manipulated to fit the multi-mode design without disturbing the environment or having to search for new assets.
This allowed for a smooth transition where assets could be placed one by one over the greyboxed layout.
Environment #2 also used one flexible asset pack, although some of the main features were too big to fit onto the base design.
Instead of ignoring these assets, I considered a practical scenario where using them may have been a requirement - as some levels are designed around important landmarks and or real environment features which cant be left out.
This led me to scaling up the map proportionally so that the designed structure wasnt affected but this still required some additional balancing such as added cover due to the some slightly longer lines of sight.
Layout extended due to large camper vehichles
Re-balancing bomb site due to map extention causing exposed angles
Environment #3 differed from the others by experimenting with an interior section. This meant that i ended up using more than one asset pack as i orginally started from an interior modular set.
I found that the interior sections provided more surrounding cover for objectives. This may impact gameplay if throwable projectiles are a mechanic of the game as it would be harder or even impossible to land them on objectives from far distances.
Using interiors also meant that doorways were required and i found that they create narrow points in the map which may lead to unwanted choke points.
To work around this, I kept hallways leading to doors small and created a hangar bay which provided a creative excuse to have bigger doors.
Blocking out the level by outlining interior area
Although the purpose of creating these practical examples wasn't to create a set of polished levels, they did provide different valuable game-like scenarios which required different forms of balancing.
Tidal Flask Studio (2021) FANTASTIC – Village Pack [Digital art] Available at: https://www.fab.com/listings/52529a12-e88e-41a0-8834-b87306f20c24
Ebal Studio (2024) Spaceship Modular Star Sparrow [Digital art] Available at: https://www.fab.com/listings/932ce79b-06e8-416a-ba0d-36435621a0a1
Afox1 (2022) Sci-Fi Barrels and Boxes [Digital art] Available at: https://www.fab.com/listings/dde1e763-a2d3-48d6-b34c-2336b7313a73
Sayeedak123 (2025) Sci-Fi Container [Digital art] Available at: https://www.fab.com/listings/a33d726c-03ca-4d5b-a67c-fb69f6ab392d
Wagha, E. (2024) Gun Turret [Digital art] Available at: https://www.fab.com/listings/1631d645-8217-44ff-9d44-305ad1bdfe2c
Frederick, J. (2017) Modular Scifi Season 1 Starter Bundle [Digital art] Available at: https://www.fab.com/listings/86913335-3c75-42bf-8404-54fe9d9d7396
Assteville (2019) Assetville Town [Digital art] Available at: https://www.fab.com/listings/fd558d8c-bd7e-461f-8449-a7cc9c277078