Wednesday, August 26, 2009

Map Face lift: Stage 2

Stage 2's facelift has been completed. The majority of work was spent on the middle area dividing the two main bases and changing the layout the track takes in the actual bases.

Before

After


The middle area is a crucial part of gameplay as it is where the majority of in game combat is to take place. In my redesign I decided to tighten the area up and make it not seem so flat. I also adjusted the length of the first section of the track before the center control point.

Before

After


From the opposite corner you can see how the addition of the building. This building servers multiple purposes. It gives spies and other classes good visual cover from the rest of the area as they try to sneak in from the back door. It also has a dominant physical presence which helps in the appearance of the area being smaller than it actually is.
Before

After


In creating this room I basically knocked out the wall and extended it out to the right of the top screenshot. Also in an effort to make this area major chockpoint I have designated the long ramp as a rollback hill. Meaning that anytime a player stops touching their teams cart while it is on the ramp it will roll back to the bottom. By expanding the room and making it a rollback hill I am hoping this building will play as an effective chockpoint.

Before

After


The biggest problem with the base was how the cart path went directly by the spawn, the path itself was too long, and the defenders had a clear advantage throughout the area. The changes made should fix most of these problems. The track path is now more direct and overall further away from the enemy spawn. I moved the spawn location to the back corner of the space, by doing so players are nearly equidistant from most of the track.

Before

After


Stage 3 is next up for the screenshot updates. Until then, cheers.

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