Seaborn

level design contest submission for Chivalry: Medieval Warfare to design a Team Objective map. On March 3rd, 2014, Torn Banner Studios announced the Fortification Map Contest — a competition awarding over $25,000 in prize money and a chance to have your map added to Chivalry: Medieval Warfare as official game contentOver 45 maps were submitted over the course of the contest’s three months.

Currently, as of writing this post (15th March 2020), the Seaborn map is the 1st most Highly Rated map from the Fortification Map Contest, and 5th most highly rated Chivalry Map of all time. It has also received 377/378 positive reviews.

Seaborn was created using Chivalry’s level editor which uses Unreal Engine 3 otherwise known as UDK) as its engine. My role in the project was to program and create the gameplay mechanics for the level, using Unreal Engine 3’s visual scripting language Kismet. I had no prior experience with using Kismet or Unreal Engine before this project but was able to quickly get to grips with the process and create some gameplay.

The three main objects and two minor objectives of the level consisted of: the cave, the Elite Town Guard defense, the townthe ship escape and the portcullis end.

Seaborn consisted of the following noteworthy features that were created using Kismet:

  • dynamic falling bridge to initiate a change of spawns.
  • A special “Elite Town Guard” class created with buffed health, different appearance and weapons on respawn.
  • ship that is ridden by the attacking team to the end of the level which moves dependent on the number of players sailing it.