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about 5 years ago - /u/nordentipwel - Direct link

Hey u/ItsTritium !

All interesting stuff right there. If you want to have a discussion about all of this, it would be kinda cool to know your ideas behind these. I always ask about the "WHY" when I talk with other designers ideas. Care to tell us the "WHY" of every layouts? For example, there are 4 flags on your design called Frostbite. Any reason? "It feels cool should not be an answer" :)

Let's have fun and talk about it!

about 5 years ago - /u/nordentipwel - Direct link

Originally posted by ItsTritium

Well, it feels cool! I’m just kidding.

The reason there are only 4 objectives is because Halvøy isn’t really bout for conquest. Frostbite was the best spot in the attic part of the map where I could find to have some balance. I wanted to do one with the quarry but I couldn’t seem to find an good way, it would be to disruptive to gameplay.

The terrain of frostbite and the few objectives kind of gives the map a gritty feel, imagine it being the last day of a grand op, you’re hungry and cold, and you need need to take and hold these objectives in a final push against the enemy.

These are some reasons why I made frostbite the way it is. But like I said in the title, Feedback is open!

So what about the other layouts? What were your thoughts about them? Even amount of flags could lead to stagnation. Red Tide also has 6 flags. Why not 5 for example?

about 5 years ago - /u/nordentipwel - Direct link

Originally posted by TheHouseOfStones

I'm personally not sure any aspect of halvoy would work in conquest.

I'm not exactly sure either but yes, it's fun to talk about it.
EDIT: I wrote yet instead of yes.

about 5 years ago - /u/nordentipwel - Direct link

Originally posted by YourFriendlyKiller

This is a bit off topic, as a level designer how would you balance art/gameplay design. Like for instance, I create a map that favors more gameplay design at around 60% and then art design at around 40%. Would you do the same? Why or why not?

The best way I worked in my career was "hand in hand" with a Level Artist. Percentage is not important here. Both LD and LA have quite different work to do on a map and it's all about communication and iteration. Tons and tons of iterations. To build a map, both have to work together yet, the LD is the first to work on the map, creating the general layout. Then at some point, when the gameplay is pretty much set in stone, it's the LA's time to shine and make everything looks amazing.