
Magma World
The initial design for the magma level focused on two opposing camps for a bomb-placing and defusal mechanic, with three main paths connecting both sides of the map.
The initial design for the magma level focused on two opposing camps for a bomb-placing and defusal mechanic, with three main paths connecting both sides of the map. The central path was designed for speed but left players exposed, while the other two provided cover at the cost of slower movement. However, due to scope constraints, the bomb-defusal mechanic was removed. Playtesting in deathmatch mode revealed that most players avoided the camps, instead favoring movement through the central area. As a result, the map is undergoing significant rework to better suit gameplay needs.
Revised Design Goals:
Reduce the overall map size to increase player encounters and maintain high action intensity.
Introduce distinct landmarks to improve navigation and minimize time lost exploring.
Retain the original lab and temple concepts but make them more open, adding props to create a more "inhabited" and dynamic environment.
Modify the central terrain by reducing mountain density to prevent disorientation. Instead, introduce red fog ambiance, lava rock formations, and deadly lava hazards to reinforce the environment’s perilous nature.
Relocate spawn points to the four corners, providing immediate decision-making opportunities.
Ensure varied elevation by incorporating high ground and low ground options, both with appropriate cover.
Establish a sense of constant danger and intensity, in contrast to the more tranquil forest and ice maps. Players should feel that any wrong move could lead to disaster.
Environmental Narrative:
This level takes place in a volcanic research zone where scientists are studying an ancient temple to uncover the secret behind its lava-resistant materials. - Chase Burdin
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