To put it even more simply, could a tactical map play like King of the Hill? On the other hand, some levels have withstood the test of time and have gone through literally years of iteration to earn a spot on our final roster.įor Split, the question focused on whether or not we could create an off-site position that was essential to defending or capturing each site. There are greybox levels (a “greybox” is our earliest playable version of a map) that will never see the light of day. This creates gameplay diversity within our map roster while allowing certain characters and team compositions to shine.Īs you can imagine, it doesn’t always work out. Each map becomes a new challenge for players to solve. However, if it’s working well, we can then focus on how to make it better. If the map does not play well when we start playtesting, we can determine if we are just executing on it poorly or if our goal is wrong for the game. With a clear target, we are then able to evaluate if this type of experience works well for VALORANT. We also evaluate new map mechanics, such as one-way teleporters or ascenders, and see how these can help us achieve this goal. The intent here is not to have a “gimmick” for each map, but instead to center the map around a specific gameplay experience that we can create with the map geometry. “Mid”), which typically provides flanking opportunities on a traditional two objective map?” How would that affect the way five-player teams play defense or how they attack? Can we even build a map that works well with this constraint? This becomes the design goal of the map. Instead of trying to create maps that all provide an equal number of ideal combat situations for the crazy number of permutations, we instead push each map in a specific direction.įor example, on Bind we ask “what if we remove the middle area of the map (i.e. We have a wide range of characters with an array of abilities who can also wield a multitude of weapons. The design philosophy behind our maps on VALORANT is relatively simple. Today, along with the legendary Level Designer Sal Garrozzo, we will be discussing the question: Where did the Split come from and how did we bring it from a loose, rough idea to a polished launch experience? Howdy folks! My name is Chris Carney and I am the Lead Level Designer on VALORANT.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |