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01 Live on Fortnite · UEFN

Live · FortniteSolo project

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
Fortnite island code 5880-1772-7359 Close Quarters

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.

  1. Concept

    A close-quarters map for fast, fair fights.

  2. Playtest

    Sightlines, cover and rotations tuned from how people actually played.

  3. Live release

    Published on Fortnite in October 2025.

  4. 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