Team Fortress 2 Level Design
Process shots from two custom TF2 maps, plr_arctic and cp_copper. The latter was only ever partially completed; the former exists in a partially-polished beta state after a series of (quite fun!) playtests.
plr_arctic starting zone, one of the first areas to get a detail pass
overhead layout of the entire level in its whiteboxed alpha form.
view of capture point area end of stage 1, this was the first end-to-end playable version of the level.
whiteboxed stage 2 red team base area
...and later, with more detailing
various interior areas, texturing and detail pass
various interior areas, texturing and detail pass
alpha version of final stage, starting area
alpha version of final stage, middle underground area
alpha version of final stage, ending capture point finale
first stage blu team spawn area detail
in-dev shots of some interior detail work, complete with nostalgic taskbar jump scare
in-dev shots of some interior detail work
Early layout sketches for cp_copper, an asymmetrical 3-capture-point level a la cp_gravelpit
cp_copper point B layout sketch
cp_copper final control point layout sketch
cp_copper capture point A player paths workshopping
cp_copper capture point A whiteboxing