A non-linear Far Cry 5 Arcade level centered on escaping an enemy camp. The layout supports multiple playstyles through including stealth routes, open combat spaces, and flexible transitions between the two. Patrol routes, cover placement, and vertical vantage points create varied encounter scenarios, allowing players to recover from detection and adapt their strategy mid-escape. The map has been played by 800+ players and holds a 4/5 rating.
Level Feel: You are captured. You are unarmed. You are weaker than your enemies. You survive by patience, positioning, and using the environment, not by force.
Design Pillars
Player starts unarmed
Stealth is preferred
Direct combat is challenging
Environmental advantage is critical
Gradually increasing tension
Trailer
Level Layout
Walkthrough
Stealth Right
Stealth Left
Combat
Screenshots
Development
High-Level Layout
After studying Far Cry 5 level design, I sketched initial rough plan with approximate geomentry.
First Draft
I marked: 🔴red zones → high danger areas; 🟡yellow zones → risky areas; 🟢green zones → safer routes
Second Draft
I marked: ↗️player paths, 🟡yellow circles → standard collectibles; 🟠orange circles → high-value collectibles. The intention was to guide players toward safer spaces and visually convey riskier areas.⚠️ Early Issue: the initial player path implied that the player could fight through the map, which contradicted the “player is weak” pillar. This was later corrected.
Second Draft (Planning)
I divided the map into numbered sections while working on progression. This made iteration significantly easier and helped control pacing. Section difficulty curve:🧍 sections 1–3 stealth is relatively forgiving; 🥷sections 4, 6, 7 require patience and careful timing; ⚠️ section 5: high-intensity “run for your life.” The pathways between sections were intentionally more dangerous, as this increases the chance of confrontation and escalates tension toward the end.
First Pass
The North side (2, 4) roughly mirrors the South side (3, 6).They serve as alternative paths. Making them drastically unequal would feel unjustly punishing.
Second Pass
In the second pass, I tested gameplay to evaluate pacing and stealth viability, strengthened environmental affordances to improve readability, and completed lighting and set-dressing passes.
Third Pass
In the third pass, I implemented playtester feedback by refining cover placement and reducing enemy count to ensure the combat remained fair. I also improved thematic cohesion of environmental assets.