A self-directed Souls-like dungeon exercise — one space, three emergent routes, documented from blockout to design philosophy.
Warhaven's only asymmetric open-terrain map — designed around a stepped landscape and a winding stream to solve pathfinding without relying on structures.
Originally designed for a tournament-based FFA with progressively expanding areas — later adapted to Reclamation mode, reworking the isolated structure to encourage shorter sightlines and defensive play.
Symmetric tug-of-war battlefield built on a cliff, featuring dynamic water level control as a core mechanic — capturing the enemy's water control unit drains their base, opening new attack routes and shifting the tactical balance mid-match.
▶ Level Design Document
▶ Map Walkthrough (Video)
Shelved during early development.
A 12-player free-for-all built around looting and escape. ~20 rooms of 10m × 10m, designed with a consistent spatial rhythm — tight corridors punctuated by occasional open spaces to prevent disorientation. Four exits and regenerating loot kept movement purposeful and tense.
Shelved before completion.
Warhaven's largest map, built for 64 players (32v32) across three progressively unlocked sections — Central Area, Home, and Away. Later sections activate only after the first defensive line falls, creating a natural momentum arc across the match.
Contributed to layout and encounter placement.
Shelved before release.
A flag-carrier mode where each team designates a single flag-bearer — protected by teammates, hunted by opponents. The map was designed around the tension of escort vs. pursuit, with sightlines and chokepoints tuned to make the carrier both vulnerable and defensible.
Shelved — mode complexity (flag drop rules, carrier mobility, defensive clustering) proved difficult to resolve within scope.
A 5-node battlefield centered on river dock control — capturing and holding the dock nodes advances a transport vessel along the river. Flanking cannon emplacements could target the central respawn nodes, creating a power balance between aggression and area denial.
Shelved — gameplay tended to collapse into dock-node standoffs, with cannon and respawn nodes underutilized. Players struggled to internalize the ruleset under combat pressure.