Call of Duty Black Ops 4: Multiplayer Map Design


Aesthetic: First Person Shooter, Competitive Multiplayer

Platform: PC

Game Engine: N/A

Development Time: 1 Week

Team Size: 1

Role: Level Designer

Tasks + Responsibilities:

  • Gathering reference images of abandoned shopping malls for level and environment design direction.
  • Studying the Search-and-Destroy / Demolition map design patterns by benchmarking existing maps from the Call of Duty franchise.
  • Designing the overall map layout and flow based on the shopping mall typology, and the individual combat areas around Primary spaces.
  • Incorporating team spawn points, engagement distances, lines of sight, choke points, cover points, and elevation changes into the level design.
  • Playtesting and iterating the map layout by using paper prototypes to simulate gameplay rounds.


This past few days, I took some time to design a multiplayer FPS (First Person Shooters) map based in an abandoned shopping mall.

I’ve based the design on the three-lane design principle, where the target game mode is Search-and-Destroy and/or Demolition. For those who don’t know, these game modes consist of two opposing teams attacking and defending the two bomb sites within the map. Victory is achieved by either 1) Eliminating the other Team Squads, and 2) Detonating or Defusing the Planted Bomb. Here, the Red (attacking) and Blue (defending) team spawn points are located at the opposite ends of the map and between them are the two bomb sites. The map balance is slightly skewed towards the Blue team, since they spawn closer to the Bomb Sites and can reach the cover points relatively faster than the Red team. There is a Below Level that connects the Food Storage room, the Lower Central Arcade, and the Lower Atrium floor (outlined with dashed line).


I gathered a lot of reference images to get a feel for the types of spaces I’d want to incorporate into the map.

Abandoned Shopping Malls


Primary Spaces


Secondary Spaces + Cover Objects



1. Wireframe Pass


2. Spatial Pass


3. Spatial Detail Pass


4. Spatial Polish Pass


5. Cover Object Placement Pass


Process in a Glance