DM-DesertIsle is a medium Deathmatch level set in an oasis. One thing that bothered me for quite some time was that most maps are blocked off by cliffs. The player is not only limited to the arena gameplay-wise, but also visually. In Unreal Championship I made a Bombing Run map that looks very open (BR-Adrift) and I applied the same principle to this DM map. I had to find a way to keep the player inside the arena though. To fix this I ended up making the forcefield that pops up when you walk out too far away from the fighting...
This map could be considered an experiment or gimmick map. It is not designed for optimal gameplay or flow but it had its own kind of character gameplay wise.
I was responsible for most of the layout / meshing / lighting and bug fixing.[1]