Friday, 11 May 2012

Improvements over last design

If we have a look here at the previous floorplan of the map, and compare it with the updated versions. I think ive been careful to introduce a few improvements to the layout and flow to the map.

The map is now much longer than it was before, allowing more space between each base and more room to manouvre an attack or defensive strategy.

Each base now has more entrances, which lead off around the sides of the map. Although there is still the obvious 'route 1' approach through the middle which i think is a great feature of the map. It acts a bottleneck area by being an obvious route between the bases, but on the flip-side it is a foolish route to take because it is so heavily overlooked on both sides from various heights.

These vantage points are also easily accessible by each team, the blue team which starts up top has an excellent vantage point just beyond thier base overlooking the length of the map, whereas the red team below has easy access around the sides of the map to various other vantage points. This creates a balance between the two, each cancelling out the other teams main advantage.

One of the points raised in the previous articles, pointed out that you want to have seperate 'flag rooms' at each base. I have included this the blue team having an area at the back of thier base which can be styled as the cabin or navigation room of the ship. Whereas the red team below has a seperate wall blocking off direct line of sight from the blue base. Whether this is a room or a wall of bookshelves once it comes to crafting out the level will be seen.

Now i have a floor plan, i wanted to start of greyboxing it all out, making sure i jept the shapes as simple as possible blocking it out in large simple dimensions.



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