This Team Fortress 2 King of the Hill map is a custom multiplayer level design project inspired by the mechanical and visual challenge of building a combat layout centred around water geometry. The project was built specifically to study sightline management, player flow routing, and spatial pacing within a highly established, class-based competitive shooter ecosystem. The core design centres around utilizing pathing around deep-water and shallow-water areas This setup challenged me to master Hammer Editor’s tools, balance health and ammo pack distribution relative to competitive spawn timing, and engineer flanking sightlines that prevent specific classes from completely dominating the open spaces.
