01 Live on Fortnite · UEFN
Crateyard
A competitive close-quarters multiplayer map for Fortnite. I designed it solo, scripted the match flow in Verse, published it in October 2025, and iterated on it live from player feedback.
- Role
- Solo Designer
- Tools
- Unreal Editor for Fortnite · Verse
- Published
- Oct 2025
- Type
- Personal project
02 My contribution
Solo, from concept to live release
I owned the whole map: the layout, the weapons, the match-flow code, the testing and the live updates.
I owned
- Concept and layout for a close-quarters map.
- Sightlines, cover, choke points and rotation paths.
- Weapon spawn distribution across the map.
- Match-flow systems scripted in Verse.
How it was tested
- Playtests during development to tune pace and fairness.
- Live feedback after publishing in October 2025.
- Updates to the published map based on that feedback.
Personal project. No team: every decision on this map was mine.
03 The brief
Fast fights, fair fights
The goal was a map where players find a fight almost immediately and feel that the result came from skill, whether it's 1v1 or free-for-all.
01 · Pace
Fast time to engagement
Close quarters means less wandering. Layout and spawns are tuned so the first fight starts quickly.
02 · Fairness
Fair 1v1 duels
Neither side should get a built-in advantage from where the fight happens.
03 · Chaos
Fair free-for-all
With more players in the mix, no single spot should be safe to camp or impossible to escape.
04 Level tuning
Four levers on the layout
These are the knobs I tuned through playtests to get the pace and fairness above.
Sightlines
Where a player can see from and be seen from, and how far. Long views reward the first shot; short ones reward reactions.
Cover placement
Where players can stop to heal, reload or peek, and how much each piece of cover protects them.
Choke points
Narrow spots that force contact. Too many make fights predictable, too few leave the map feeling empty.
Rotation paths
How players move between areas. Good rotations give a losing player an escape and a winning player a reason to push.
05 Systems
Weapons and match flow
Level layout is only half of how a map plays. The other half is what players are holding, and how a match starts, runs and ends.
Weapon spawns
Balanced across the map
I balanced the distribution of weapon spawns so no area of the map dominates by default.
Verse scripting
Match flow in code
I scripted the match-flow systems in Verse, Fortnite's scripting language, as part of owning the map from concept to release.
06 The pipeline
Concept, playtest, live, iterate
I owned the whole pipeline on this one, from the first idea to a live release and the updates after it.
Concept
A close-quarters map for fast, fair fights.
Playtest
Sightlines, cover and rotations tuned from how people actually played.
Live release
Published on Fortnite in October 2025.
Iterate
Updated the live map based on player feedback.
07 Drop in
Best experienced in-game
A map is for playing. Search this island code in Fortnite, or open the link.
5880-1772-7359
Open on Fortnite
Found a spot that feels unfair, or a corner you love? Tell me.Feedback shapes the map
