I.e.: UT maps tends have less covers than CS:GO due to its direct combat action nature. It would be also a good idea stuying other multiplayer maps from the game and from its competency to identify the main differences and its style. I am far from masterize the Unreal Tournament (UT from now on), but I learned enough to build game situations and create interesting choices. The thing is know the game enough to bear in mind possible dynamics, mechanics and metagame when it comes to build the game. Pick up a multiplayer game and play for a while (it might be a week, several play sessions).
In the meantime (until level is ready to be playable), I going to describe the steps that I used to follow when I face a level design (hope you can help me out to get better by improving my workflow or something). These are the following: It is my very first multiplayer level design and I would love some feedback about it (currently it is not playable since I am starting to block it on UE4). Today I going to open a log for my new level design: a CTF (Capture The Flag) map for the new Unreal Tournament. Indeed, teaching it is the best way to learn new stuff, so I kept growing as designer in the meantime. Currently, I am lecturing about game design and it is a really great experience. It has been a while since I posted last time due to the workload at uni. It is missins some areas description, but apart from that, the map is done, waiting for be built and test on UE4. Now I got a LDD to show you and receive some feedback hopefully. UPDATE: it has passed some time from then to now, but I also started to develop a new boardgame very promising who took many time from me, apart from the classes at uni.