
Background
In a post-apocalyptic world, The Junkyard Royale is a coliseum built out of scrap metal and run by a local gang leader/warlord. It is built to facilitate exciting shootouts that cult members can safely watch from raised viewing boxes placed inside the arena. At the center of the arena is The Junkyard Cup, a dangerous sniper tower built to resemble a trophy and victory, although there are no real winners in the Junkyard...
Goals
The map itself is a dodecahedron organized symmetrically to add to the coliseum vibe. It incorporates jungle gym and skate park-esque verticality with high-risk, high-reward points of interest that force dynamic, fast-paced combat where skill and reaction time is required to maintain an advantage. These points include:
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The Junkyard Cup
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Trophy-shaped sniper post
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The Box Buildings
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Isolated spawn points​
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The Tunnel System​​
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Obscured underground travel​
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Lessons
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How to limit long range sight lines while maintaining the feel of an open area
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How to balance engaging verticality and platforming with the realities of competitive shooters
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How to create a space that encourages team synchronization and individual success
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What I would change
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Adding a greater variety of obstacles (destroyed cars, old barrels, etc.) on ground level would reinforce junkyard aesthetic and make space feel less symmetrical​

