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AIRSOFT & PAINTBALL

SUMMARY

In over 15 years of experience playing Airsoft & Paintball, I've had the chance to create custom maps and game modes for players to enjoy.

My greatest project was being in charge of map layouts for Airsoft CQB Montreal between 2018 and 2020.

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DEFAULT MAP LAYOUT

MY ROLE

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  • Design and iterate on the map layout

  • Create custom game modes

  • Update the map frequently based on feedback

  • Organize casual games

  • Lead a team of volunteers 

INTENTIONS

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Separate the map with two different approaches;

  • Red

    • Less covers

    • Faster to navigate

    • Easier to reach objective

    • Players are exposed to the blue side of the map

  • Blue 

    • ​​​More covers

    • Safer to navigate

    • Harder to reach objective

    • Easy access to windows

This map design instantly increased the pacing of the games and gave more options to players to reach their objective. Giving them high risk\high reward opportunities.

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KILLHOUSE

The central piece of the map is the killhouse where 3 points of entry are converging. This is where we decided to place some of our objectives (capture the flag, hostage rescue, etc.)

The Killhouse is the biggest chokepoint of the map and without an entry point on the right side, we encouraged players to flank the enemy team, adding dept to the design.

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RED SIDE

BLUE SIDE

GAMEPLAY

First half of the video (blue side of the map)

Second half of the video (red side of the map)

*video credit Dyland Mo

COMPETITIVE LAYOUT

MY ROLE

  • Create a symetrical layout

  • Adapt the map for competitive gameplay

  • Head referee & tournament organizer

  • Lead a team of volunteers 

  • Establish the rules for tournaments

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INTENTIONS

  • Keeping a balanced map for each side

  • Reducing line of sights at the player start 

  • Distancing covers to punish movement

  • High reward areas = 1 meter covers

  • Low reward areas = 2 meter covers

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GAMEPLAY

Player using the high risk\high reward path (low covers) which gives him the oppotunity to quickly flank the enemy team.

*video credit Ludovic Martin

IMPROVEMENTS

If I had the chance to this project all over again, there's a few things i would try to improve on.

  • Add covers outside of the Killhouse to help players reach the entry points.

  • Add more windows in the blue section (tall covers) to reduce spawn pushing

  • Reduce the width of the red section by 2 meters. (More space for the Killhouse)

  • Improve flow around respawns, giving players more options to leave spawn.

  • Add a point of interest in the middle of red section to retain players during games.

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