Rotation flow
The arena supports continuous movement, allowing players to rotate between sections instead of holding a single static position for the entire match.
Personal Project
Designing a compact survival arena for Alien Swarm: Reactive Drop, focused on circular combat flow, pressure management and scripted horde escalation.
Project Overview
The Gauntlet: Arctic is a survival map created for Alien Swarm: Reactive Drop. The project focuses on a compact arena where players must survive increasingly intense alien waves while managing space, ammunition and defensive positions.
The main design intention was to create a simple but controlled layout. The map is built as a square divided into several readable sections, each one supporting movement, rotation and tactical repositioning.
Inspired by classic survival arenas from games like Call of Duty: Black Ops, the level encourages players to keep moving, loop around the space and avoid being trapped by accumulating enemies.

Layout Design
The layout is intentionally simple: a square arena split into multiple zones, each one designed to create different combat rhythms. The goal was not to build a complex maze, but to create a readable arena where players always understand where they can rotate next.
Open areas allow the squad to reposition, while tighter sections and chokepoints increase pressure. These narrower spaces are useful for controlling the horde, but they also become dangerous if too many aliens accumulate and block the players' escape route.

Design Goals
The arena supports continuous movement, allowing players to rotate between sections instead of holding a single static position for the entire match.
Chokepoints and narrower routes create moments of tension where alien accumulation can quickly become dangerous if the squad loses control.
Ammo stations and defensive tools act as anchors that attract players, creating risk and reward decisions during intense waves.

Scripting
A large part of the work was dedicated to scripting the survival flow. Enemy waves, mega waves, ammo station timing and pacing breaks were all structured through Source Engine logic.
The objective was to make the arena feel increasingly dangerous without becoming unreadable. The scripting had to alternate between pressure spikes and short moments of breathing room so the players could recover and prepare for the next wave.
Arena Readability
Because the map is played from a top-down perspective, readability was essential. Lighting, strong silhouettes and repeated visual anchors help players understand the arena quickly even during chaotic combat.
The cold arctic atmosphere contrasts with warm warning lights, ammo stations and industrial props, making important gameplay elements easier to identify during combat.



Takeaways
The Gauntlet: Arctic was a strong exercise in compact arena design. It taught me how much depth can come from a simple layout when rotations, chokepoints and resource placement are carefully controlled.
The project also helped me improve my understanding of survival pacing: how to build pressure, when to release it, and how scripting can support the rhythm of a combat arena.