Project: Haste
Level Designer / Combat Designer
online pvp First person fast paced arena shooter.
The Pillar Of My Design
One of the significant challenges encountered during the map's development was achieving the optimal balance of sightlines without infringing on the mass and void necessary for the high velocity movements. The goal was to create cozy rooms and tight corridors for shotgun play, expansive areas for SMG skirmishes, and longer sightlines for sharpshooting snipers, all while having these spaces accommodate the movement mechanics that demands flow. Through extensive iteration and playtesting, we developed a map that accommodates all styles of gunplay, but the process was definitely challenging. I would like to showcase a particular problem I solved, which contributed to my growth as a level designer.
The map features two open spaces at each end: the Bouldering Gym and the Entrance. These are connected on the top floor by the Courts, a central section popular with players for its openness. Designed to be the map's "Power Position," the Courts are crucial for controlling the game. However, its long sightline is often dominated by snipers from their spawn, making it challenging to secure.
There was an long unintended sightline from the two ends of the map, near the spawn points. This caused Courts to devolve into a no man’s land controlled by snipers. This turned the most enjoyable area to the most punishing.
I was hesitant to divide the space into smaller rooms to solve the sightline problem, as this would eliminate the openness and restrict player movement between the two points, which jeopardizes our game's design. But the sightline could not persist to exist.
The solution was a simple yet effective one: A pillar! This solved the sightline problem but didn’t eliminate the open space. In fact its placement not only resolved the issue but elevated gameplay through providing a roundabout platform for our wall-running players to redirect their flow swiftly and freely.