Abandoned Scottish Military Base in Far Cry 5.

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Inchmickery is a level design project I recently started working on using the Far Cry 5 in-game map editor on Xbox Series X.

The map is inspired by the real-life location of Inchmickery, which sits beneath the Forth Rail Bridge in Edinburgh, Scotland. Every time I cross the bridge on a train, I look down at Inchmickery and think to myself "that would be such a cool Call of Duty map!".

The buildings on Inchmickery were originally designed to make the island look like a battleship from a distance, in order to deter Nazi invaders back in World War 2. This layout however obviously doesn't make for a fun multiplayer FPS map so I changed it up whilst keeping the overall aestethic of a present-day, abandoned and overgrown military gun emplacement.

I began by drawing a top-down layout plan with a few initial ideas. I took insoiration from the classic Call of Duty map design elements utilising a 3-lane approach allowing for alternative styles of play, with a central focus area where action is guaranteed to occur. I also wanted a sniper's nest on both sides of the map.

My aim for the layout was to offer all types of players a feeling of choice and inclusion. The next stage was jumping into the editor, quickly building the terrain up and placing down a basic blockout to get a better idea of the 3D space. After a few adjustments, I settled on this layout.

To bring more action to the centre of the island (and because it was a fun idea) I decided to abandon my initial plan of having a quiet, sneaky boardwalk section on the edge of the map and instead opened up the rooftops in the middle. This also helped introduce more verticality to the map.

With the layout set in stone, I began adding cover points at appropriate locations to encourage players to think more strategically throughout the battle, as well as a foliage pass to bring a greater sense of life to the environment.

Once I had the interior spaces of the island cluttered, I started focusing on making natural boundaries to contain the action and subtly guide the players away from the edges of the map, lest they become shark food or discover exploitable shortcuts/camping spots!

One major aspect of the visuals that I still wasn't happy with was the large swathes of grey. To balance this out with some greens I added some more overgrowth, which also helped emphasise the abandonment of the location. Additionally, after looking more at my reference material of the real-life Inchmickery, time caused the grey exterior walls to reveal inner red brickwork, so I decided to merge some red brick wall assets into the stonework.

And with that, my first draft of my Inchmickery map was complete. From here, ideally I could find 11 people for a hectic 6v6 feedback session and from there iterate some more, because in the words of the talented developers over at Sledgehammer Games - "iteration is the key to success."







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