I started working on this map by defining the units of measurement. Based on the character's height of 175 cm, I constructed some buildings and created the landscape
I defined the height of all covers as 100 cm.
The final size of the map is 200 meters by 100 meters.
I intentionally made the size of the map smaller as the game is supposed to be for mobile devices. Players should have a short session and concentrated gameplay.
Also, a smaller scale is needed because of the phone’s small screen. Firefights and various actions like finding enemies can be carried out more easily and effectively
The pine forest area (more subdued)
The hardwood forest area (brighter). I did this to make it easier to navigate (a player will better understand where he is)
There is a telecommunication tower in the center of the level. It is visible from any place of the level.
The number of spawn points is more than players. Some spawn points will not be used in every battle, and this will have a positive effect on the replayability:
Spawns of both teams have multiple exit routes. This increases replayability and reduces predictability at the beginning of the battle. Green arrows show different ways after the spawn.
Also, all spawn locations are invisible from other spawn locations. This gives players a chance to act by stealth from the start.
There are points of interest on the map. It contains loot. These spots attract players, and combat mostly take place around these locations.
There are always several approaches to each point of interest to avoid obvious ambushes
One of memorable points of interest - labyrinth
A shooting range with targets
Oil refinery
The logic of covers placement is to make open spaces safer, reduce the impact of snipers
Also, help attackers from the outside against defenders in buildings
Heatmap of different types of weapons
A favourable place for a shotgun
A favourable place for an automatic rifle
A favourable place for a sniper rifle
Example of the position with a very favorable view. But it is shot through from all sides.
The position with a good view. It is also blocked from most sides and the shooter can feel safe. But it is in the corner of the map, and if the area is reduced, the player will probably have to leave it and look for a new position.
The position has poor visibility and is unsafe, but it is in the center of the map and has valuable loot nearby.
Each place on the map can be reached by at least two routes (with a few exceptions).
Routes in the level are looped (no dead ends, no need for backtracking if you don't find an enemy).
Visibility from each window is designed to give a good overview for the attacker. However, there is usually only one window on each side of the building, which gives whoever is outside a clear understanding of where the enemy in the building will look out
Near the main paths there are bushes where players can ambush each other. The convenience of making an ambush while being located in bushes is offset by the obviousness of their use and the openness of their position.
An experienced player will avoid these routes if he suspects a possible ambush.
There are traps on the level.
They allow some players to block passageways, forcing other players to find other routes.
If used successfully, they can instantly kill an opponent.
Several routes to the same destination support team play
On each point of defense, there are always several directions (doors, windows) that must be covered simultaneously to avoid being hit by an unexpected attack