< “Battlefield 6”, “Team Deathmatch” >
// Battlefield 6 is a large-scale FPS developed by EA, built on the Frostbite engine and known for destructible environments, combined-arms combat between infantry and vehicles, as well as objective-based modes such as point control, creating highly dynamic combat with multiple routes and tactical possibilities.
< Overview >
“Depot” s a Team Deathmatch map created for Battlefield 6. The map is set within an abandoned depot.
The map utilizes a mirrored symmetrical layout to ensure competitive balance while offering diverse tactical possibilities. By leveraging Frostbite’s destruction system, the environment includes a large number of destructible structures. The battlefield is not static — it evolves continuously as combat unfolds.
Every explosion reshapes the fight!
< Background >
The map is set within a partially constructed warehouse that has been remotely destroyed by the PAX ARMATA. In response, NATO deploys an elite squad to escort cargo trucks and evacuate critical supplies, while PAX ARMATA ground special forces simultaneously land in the area, making a direct confrontation inevitable.
< Rules >
Team Size: 8 vs 8 Team Deathmatch
Victory Conditions: 100 kills
Respawn Rules: Fixed spawn points/Squad spawn
< Map Features >
Shed at the center of the map
The layout emphasizes clear lane separation and readable combat flow. The Shed and Trucks function as the primary combat anchor, connecting multiple key areas of the map.

The trucks in the shed are the map’s primary POI and visual anchors.
Players can gain elevation and sightline advantage from its roof, or destroy parts of it to reshape cover and create new tactical opportunities.



Flanking Corridors
The two flanking corridors provide flexible routes for repositioning and flanking maneuvers.

Flank corridors A and B provide each team with side routes, allowing for breakout maneuvers and the ability to break the stalemate in the middle without overwhelming the main combat lane.


Sniper Positions
Sniper positions provide elevated sightlines over major lanes, offering high-reward long-range control while remaining vulnerable to flanking pressure.


Defensive Positions
Defensive positions provide multiple layers of cover, allowing the team to control key areas. These positions are often capable of monitoring multiple enemy approach routes simultaneously.



< Development Pipeline >
Level Design Decument
Whitebox
At this stage, the focus was not visual fidelity, but validating spatial structure, combat scale, and player flow.

In the whitebox phase, I focused on testing:
- Visible range of the central POI
- Vertical relationships between different elevation levels
- Is the main path clear and engaging?
- Flanking routes are effective for breaking through
Whitebox to Art Pass
Art pass phase preserve the validated spatial structure while enhancing guidance, visual clarity, and destruction feedback to create better flow.
Sniper Positions




Defensive Positions




Gallery
