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
