
Orlando 2024, Kennedy Space Complex - The Finals Blockout Map
Engine: Hammer 5/Source 2 - Timeframe: 2 weeks - Team size: Solo - Link: Steam Workshop
Goal: To improve my blockout skills I created a full blockout map for The Finals based on a real location, focusing on visually distinct buildings and creating theming/location with only the blockout, while still keeping gameplay in mind.
Orlando 2024 is based on Orlando Florida’s Kennedy Space Complex. Players will fight through a Control Center, Space Museum, Launch Pad, Natural Park, and Apartment area.
Pre Production
Research
I started with finding a real world location to base the map off of to fit with the location and architecture based maps in The Finals. After finding a photo of Kennedy Space Complex’s launch pad 39, I knew I could work this interesting structure into gameplay. I found some more distinct buildings in the Kennedy Space Complex and then build out more detailed descriptions for each area of the map.
For the overall map layout I based Orlando off of Skyway Stadium, a map that has a main island with apartments, and three smaller islands that players use jump pads to reach. The islands break the map up into sections, providing different types of gameplay in each area. To get started I used the same idea and built the Museum, Launch Pad, and Control Center as isolated islands around a central apartment and park island.
Initial Blockout
Once I had most of my areas detailed out, I moved into the engine to build a ‘sketch’ blockout. This is a fast blockout focused on general shape of buildings and showing any key gameplay element I had in mind. Once finished I can check if the buildings and layout are working. I quickly realized I did not know how to make a good apartments area, so I went back ingame to understand how to improve the area. I also saw the shapes of my buildings were too boxy, so I added angles, broke up floors, and tried to make every layer of a building different when I moved to the final blockout.
My Figma board which breaks down the map, and research on The Finals level design
Pitch Deck
While I was blocking out the map I created this pitch deck to focus my ideas and provide any teammates I would have a concise view of the map, while also getting them excited to make this map a reality.
Final Blockout
The final version of Orlando 2024 added interiors to Museum and Control Center, reworked Launch Pad and Apartments layouts for better gameplay, and attached Control Center’s island to the main Apartments island.
Watch my commentary walkthrough for more thoughts on the final map, and more viewing angles.
Museum
Fight through a historic space museum. Watch out for falling rocket ships and enemies jumping down through the glass roof.
Players enter the area through two ticket booths. They can fight in the outside courtyard area, or go inside Museum for closer range fights.
Control Center
Break through the floors of Control Center for CQC fights in launch control rooms, or longer range engagements in the hallways and atrium.
Players can enter though the side or main doors, garage entrance, or go up the outside stairs. With mobility players can break through the large control room windows, or smash a hole in the ceiling.
Launch Pad
Make use of the open floors and walls with high mobility plays in the Launch Pad. Collapse whole floors by targeting their support beams, dropping the cashouts right to you. Be careful on the connecting bridges, one fall and your dead.
Players can make use of the zip lines and elevators for quick elevation. Launch pads will send players to the rocket ship side or the other side.
Park
Set flame to the natural park to engage in chaotic battles, or take to the treetop platforms and rain down on your opponents.
Players can use the natural terrain for cover, as well as small shacks and treetop platforms.
Apartments
Fight on the ground, in buildings, or across rooftops in this Apartment block. Use the elevation of the central crane to pick off enemies, or collapse it to smash any building under it.
Players can get to Apartments for any part of the map, making it a central rotation spot. There are two types of apartment, a flat roof and an angled roof building to give players variety in the building layouts. Angled buildings also provide more varied layouts.
Final thoughts
I am really proud of how much I improved though this quick two week blockout. My blockout skills are way better, I can make buildings more distinct and add thematic elements while also keeping gameplay in mind. Understanding how to place the Apartments was a challenge but I was able to understand combat spaces more by looking at how The Finals creates tight small combat spaces in dense areas. Control Center and Museum are my favorites, both have unique silhouettes and reference their real world counterparts well. I am also happy with the documents I developed. I will be making a pitch deck for future levels since it really does help get people interested and aligned with your ideas, and lets me put all my ideas in one central place.