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Mud Village | Insurgency: Sandstorm Mapping Contest 2020 | UE4

I submitted this map to Insurgency: Sandstrom 2020 mapping contest, held by New World Interactive in which the Map placed 4th. I was very satisfied how the map turned out. I was also happy to see the players experience of the map how I designed it to.
This is multiplayer map with 8 supported game modes. The modes are split into multiple Sublevels. Total sublevel count is 15. There is also 2 lighting scenarios. Night and Day. My most focused game modes were Push(PVP) and Co-op, since they are most popular among players. Map is made inside Insurgency Dev Kit which uses UE4. While the map uses a lot of Dev kits assets, I also made 42 models of my own. Most notable being all the houses, modular trench kit, rope bridge and the big cliffs.
The Map starts as a big and wide with the long range battles and then transitions into smaller close-quarters battles. Lanes are made so there is choice for players preferred play style, whatever it is short, medium or long range fights. I wanted every objective area to look and feel different and I believe I succeed in that regard. For visuals, I wanted to have quite flat desert environment with highway that needed to cross, maybe some trenches and rocks for cover. Then I found these very interesting looking beehive shaped houses and I thought they would make a very unique looking village. So I focused making the village the center of the map and the road a starting area. A lot of inspiration for visuals came from looking at images online. Here is link to what the judges have to say about the winners https://www.moddb.com/games/insurgency-sandstorm/news/insurgency-sandstorm-map-contest-winners-announced
Here is more detailed breakdown for the making of process https://www.artstation.com/artwork/9mb8dQ

Mud Village. Overview of the map.

Mud Village. Overview of the map.

Beehive houses. My models.

Beehive houses. My models.

Inside the Beehive house.

Inside the Beehive house.

Big beehive house. One roof pipe is bent, so players can toss a grenade inside. Just a fun idea to kill the campers in the corner before entering.

Big beehive house. One roof pipe is bent, so players can toss a grenade inside. Just a fun idea to kill the campers in the corner before entering.

The grand objective on the map. I modeled this Old Mosque looking building that has stairs leading to a tower. I wanted the roof architecture to be unique. It was quite time consuming to make the collision models for this complex shaped roof.

The grand objective on the map. I modeled this Old Mosque looking building that has stairs leading to a tower. I wanted the roof architecture to be unique. It was quite time consuming to make the collision models for this complex shaped roof.

Stair leading to the tower.

Stair leading to the tower.

Modular trench system. Modeled by me. Inspired by real-world photos in which the trenches were dug with excavators.

Modular trench system. Modeled by me. Inspired by real-world photos in which the trenches were dug with excavators.

Water reservoir for Camels. For visuals and medium sized cover to fill empty spaces.

Water reservoir for Camels. For visuals and medium sized cover to fill empty spaces.

Night lighting Scenario. I went through multiple options and ended up with this.

Night lighting Scenario. I went through multiple options and ended up with this.

Rope bridge that I modeled. I think I watched Temple of Doom before coming with the idea :)

Rope bridge that I modeled. I think I watched Temple of Doom before coming with the idea :)

Ravine area. Choke point. I designed this area so that smoke grenades can easily block a opening, so there isn't too many angles to be aware of when attacking.

Ravine area. Choke point. I designed this area so that smoke grenades can easily block a opening, so there isn't too many angles to be aware of when attacking.

At the start of Co-op mission, players need to cross this open road. Smokes are recommended.

At the start of Co-op mission, players need to cross this open road. Smokes are recommended.

Houses are connected and players can move inside from house to house.

Houses are connected and players can move inside from house to house.

First objective of the map. The Gas Station. Only house model NOT modeled by me.

First objective of the map. The Gas Station. Only house model NOT modeled by me.

The cave objective. In Co-op, players need to destroy weapon crate inside the cave. Enemies lurk in every corner.

The cave objective. In Co-op, players need to destroy weapon crate inside the cave. Enemies lurk in every corner.

The cave objective.

The cave objective.

Right side of the map.

Right side of the map.

Old mosque objective.

Old mosque objective.

Left side of the map.

Left side of the map.

Houses are connected to each other. Players can move from house to house, inside.

Houses are connected to each other. Players can move from house to house, inside.

In Co-op, players can give sniper fire from this area, while other try to push into the objective.

In Co-op, players can give sniper fire from this area, while other try to push into the objective.

Path leading to the final capturable objective on Co-op.

Path leading to the final capturable objective on Co-op.

Last capturable objetive point. In Co-op, players defend enemies coming from 3 direction. From the feedback I got from players, it gets chaotic, so it needs team coordination which Is just how I designed it to be. I was glad how this OBJ turned out.

Last capturable objetive point. In Co-op, players defend enemies coming from 3 direction. From the feedback I got from players, it gets chaotic, so it needs team coordination which Is just how I designed it to be. I was glad how this OBJ turned out.

I saw real images where these kind of shelters were build on the cliffs, so I had to include them on my map.

I saw real images where these kind of shelters were build on the cliffs, so I had to include them on my map.

Weapon crate objective inside this cave. Last objective on the Push game mode.

Weapon crate objective inside this cave. Last objective on the Push game mode.

Inside beehive shaped house.

Inside beehive shaped house.

Inside one my modeled houses.

Inside one my modeled houses.

View from the Old Mosque tower. This building gives a lot map control, that is why it's key objective on may game modes.

View from the Old Mosque tower. This building gives a lot map control, that is why it's key objective on may game modes.

Old Mosque.

Old Mosque.

Road into the village.

Road into the village.

Modular Trenches.

Modular Trenches.

Modular seamless trench system in use.

Modular seamless trench system in use.