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Rough blockout of Blood of Heroes

A blockout for 3D third-person souls-like multiplayer game with cold-weapon battles.
https://www.youtube.com/watch?v=NI9tb57CgtI
More here: https://docs.google.com/document/d/1g3ADkBbn3ImuythyEOERbUxg9GswyapVtbZ4fMTd4ac/edit#

Mode - Slaughterhouse 3x3 players.

Features:
- Higher damage when attacking in a fall from a height >2m;
- Special attacks to push opponents into the chasms;
- Abilities: AoE and projectiles;
- Character classes (Damager, Tank, Support);
- The stamina of the characters does not allow to quickly overcome large distances.

The yellow color indicates the spawn rooms.
The green color indicates players (1.8m in height).
The red color indicates obstacles that interfere with the view.

The yellow color indicates the spawn rooms.
The green color indicates players (1.8m in height).
The red color indicates obstacles that interfere with the view.

Verticality, active use of altitude difference (for overhead attacks, advantageous projectile attacks, active use of pushing and dropping into chasms)

Verticality, active use of altitude difference (for overhead attacks, advantageous projectile attacks, active use of pushing and dropping into chasms)

A restricted view of the terrain at the exit of both teams' spawns. This hides from the players information about the location of the enemy in the first seconds of the arena. Made for a more random choice of A, B or C.

A restricted view of the terrain at the exit of both teams' spawns. This hides from the players information about the location of the enemy in the first seconds of the arena. Made for a more random choice of A, B or C.

Players will less often run towards each other along one of the paths, and will actively use the entire space of the level, including bridges connecting the areas on the left and right. This will form a greater number of game situations.

Players will less often run towards each other along one of the paths, and will actively use the entire space of the level, including bridges connecting the areas on the left and right. This will form a greater number of game situations.

This position in the center of the map (where the green man is in the center of the screenshot) is advantageous for viewing and using projectiles. The shaded area is available for viewing and attacking from it

This position in the center of the map (where the green man is in the center of the screenshot) is advantageous for viewing and using projectiles. The shaded area is available for viewing and attacking from it

However, there are 2 lateral approaches to the rear and approach "1", which can be used by a far-jumping character for a quick frontal attack

However, there are 2 lateral approaches to the rear and approach "1", which can be used by a far-jumping character for a quick frontal attack

Using the same position for overhead attacks on the left side of the map is handy. But the red obstacle on the right obstructs visibility, and another player can easily get to the rear of the jumper if he stays there for a long time. And the chasm on the

Using the same position for overhead attacks on the left side of the map is handy. But the red obstacle on the right obstructs visibility, and another player can easily get to the rear of the jumper if he stays there for a long time. And the chasm on the

Symmetry in important details, asymmetry in minutiae. Route A is slightly shorter than A1, route B is slightly longer than B1. Experienced players will more often use routes A and B1, thereby arranging the battle on the central bridge

Symmetry in important details, asymmetry in minutiae. Route A is slightly shorter than A1, route B is slightly longer than B1. Experienced players will more often use routes A and B1, thereby arranging the battle on the central bridge

Routes in the level are looped (no dead ends, no need for backtracking if you don't find an enemy)

Routes in the level are looped (no dead ends, no need for backtracking if you don't find an enemy)

Advantageous tactical points, which they will reach first at the start of the round. The tactically advantageous points are circled (the lower ones are for ambushes and the upper one is for overhead attacks).

Advantageous tactical points, which they will reach first at the start of the round. The tactically advantageous points are circled (the lower ones are for ambushes and the upper one is for overhead attacks).

Pathways for speedrun with risk/reward. Only fast class can jump over here and get quick access to the center of the map. The opposite team has a similar spot

Pathways for speedrun with risk/reward. Only fast class can jump over here and get quick access to the center of the map. The opposite team has a similar spot

Places to attack from above. Jumping from the white shaded area allows you to attack the area inside the red circle.

Places to attack from above. Jumping from the white shaded area allows you to attack the area inside the red circle.

Lots of chasms (for effective use of hard knockback attacks)

Lots of chasms (for effective use of hard knockback attacks)

Ambush sites. 
The advantage in these places is that there is an abyss behind the victim. The hunter, on the other hand, has enough space behind him so that even if he is thrown back, he will not fall there.

Ambush sites.
The advantage in these places is that there is an abyss behind the victim. The hunter, on the other hand, has enough space behind him so that even if he is thrown back, he will not fall there.

Open spaces for AoE attacks.

Open spaces for AoE attacks.

Camping points.
The points circled in green are good for projectiles attacks (good visibility and cover from enemy projectiles).

Camping points.
The points circled in green are good for projectiles attacks (good visibility and cover from enemy projectiles).

Exit points of both teams do not allow easy ambush because the camper will always be behind another exit from the spawn. White shows the routes of players from the spawn, green circles the potential place for an ambush.

Exit points of both teams do not allow easy ambush because the camper will always be behind another exit from the spawn. White shows the routes of players from the spawn, green circles the potential place for an ambush.

The exits from both spawns dominate the height of the map as a whole. In the case of even a strong advantage for one team it will be more difficult for it to drive the other team into the spawn room.

The exits from both spawns dominate the height of the map as a whole. In the case of even a strong advantage for one team it will be more difficult for it to drive the other team into the spawn room.