Inspired to create something new I hadn’t done before, I decided to teach myself how to use the world design tool Radiant and the C++ scripting language ‘.GSC’. This map isn’t perfect, but I wanted to see if I could even create the experience I had in mind with no background in these tools. I was able to learn the tools and scripting language to get this map fully playable in roughly two weeks time. This map employs stealth gameplay mechanics. Player movement, posture and light sources all contribute to the AI being able to see you. I hand scripted all of the following elements to create the unique gameplay experience for this one map: Intro sequence (screen text, black screen, blurry screen, breathing sound) Encounter placement (location and weapon choice) Disabled AI (guards you take out at the start of the game) AI behavior (patrolling guards, guard sight distance) Music triggers (Action, Searching, Objective Complete, Boss, Main Theme) Visibility Tech (Light, Posture, Movement, Foliage) One of the goals was to create unique gameplay more in the style of traditional Rainbow Six games, but with weapons hidden around the map. Unlike the typical CoD games, this one lets you explore and approach the mission objectives how you like. This gives it a bit more of an ‘arcade’ feel by rewarding the player for exploration and not simply taking the shortest route to the objective. The main goal here is to give the player complete agency over their playstyle. You start the map with just an empty pistol (game limitation) and you must obtain the weapons you need to complete the mission. To save time, I did not add new assets and I used a heavily modified version of the single player map, ‘Blackout’ as a starting point.