Read moreSpecific question to map designer (is that you Nick Kleiman?)
One of the things I like most about Deston is that the towns are not symmetrical (revised sanhok and taego are guilty of this). Symmetrical arenas are boring and disorientating. It’s great seeing that Ripton is so angular as a cityscape. And the lodge is looking like a great hotdrop (with those 2 barns to its side allowing for offensive/defensive showdowns).. although I’m not a fan of the tunnels because they become a rats nest.
In general, there seems to be a balance between complexity and simplicity that makes a town perfect for hotdropping and accounts a lot for the replayability of Pubg. That’s all SEA ranked likes to do.
My question is.. How do you understand this concept. How do you approach a hotdrop location like the Lodge and make sure it has that replayability. What makes small arenas like powergrid, school, bootcamp so special?
Also: I wish you kept the old mount kreznic, it ...
Great question! Glad you are enjoying the map
Understanding the balance is experience and playtesting. It isn’t something that happens overnight. I think the key of making a replayable area is unique look and varied gameplay experiences.
Is the place memorable and interesting to fight in?
Is the location easy to navigate and have clear pathing/reads?
I feel like good design is about giving meaningful choices. You can give 50 choices, but none of them are good then they are not choices. I rather give 10 meaningful choices so I feel like player can make a good decision win or lose.
With the locations you have listed I think you will see that there is good flow which leads to fun memorable encounters. Play and counter play, the location should help facilitate the gameplay and not hinder the player doing the main gameplay loop. Thanks for the great question.