Level design
Screenshots of the maps I built for Grimoire, grouped by game mode. Click any image for the full size version.
Conquest
Conquest is inspired by some of our favorite games, like Day of Defeat, Team Fortress 2, and the Battlefield series, but with our own twist.
Players split into two teams, Validus (blue) and Mangus (red), and fight for control of powerful magic ley-lines. A controlled ley-line also works as a teleport back into battle: every player starts in a basic spawn room, then takes the teleporter to the ley-line (control point) their team holds closest to the center of the map.
Holding ley-lines earns points, and the first team to 1,500 points wins (or whoever has the most when time runs out).
Market
Quarry
Slums
Temple
Free-For-All
Free-For-All (deathmatch) is the classic mode on smaller maps, and the perfect way to learn the basics before jumping into an objective mode. Every wizard for themselves: 10 minute rounds, first to 15 points wins.
Futhark
Market
Quarry
Ruins
Sanctuary
Temple
Survival
Survival is a wave survival mode with an objective to defend.
A powerful Necromancer has summoned an army of the dead and the city of Orinfell has fallen. With the help of a local militia you held back the undead long enough for many citizens to try to escape. As they flee through the ancient catacombs beneath the Church, it is up to you to hold the door.
With multiple difficulty levels, it is a good place for new players to try new spells and classes and learn combat in a fun, challenging offline setting. It was the least finished of the game modes.
Orinfell
Shadows
Tutorial
A simple level that introduces the game's mechanics and controls. Almost everything runs on Unreal Kismet visual scripting, and the layout walks players through movement first, then non-class spells, then Fire class spells, and finally the Conquest mode mechanics.