Sculpting the Arctic Mountain
Environment Selection
The co-level designer, Ryan Penk, and I did much of the initial planning of the two levels together so that they would look and play as different from each other as possible. We also wanted to please the art team by allowing for the creation of some models and textures that could be used in both levels, effectively cutting down on asset creation time. Snow and ash have a very similar aesthetic while their context is entirely different, making these two very strong environmental themes. Given our time frame, these two environments can also lack substantial vegetation when themed properly, allowing the art team to focus on the larger and more important environmental pieces instead of dozens of bushes, shrubs, and trees.
For the Arctic Mountain, I decided to accentuate vertical space in our 3D-shooter genre, where your altitude would play an important role along with your coordinates. The desire to fight for the high ground creates tension between many areas of the map. Changes in terrain height also alter how some of the spell combinations can be used most effectively. For example, the “Burst” form of a spell launches projectiles away from the player in all lateral directions. This is very effective wherever the landscape is flat, but works very poorly on any slope.
The Arctic Mountain also possesses a great many narrow passages and winding valleys that impair both movement and vision. Close quarters combat within Praelium is dramatically different from long distance combat; as each player summons up a spell, they dance around one another edging for the best position to launch it from, instead of sniper warfare. The narrow passages also make the “Wall” form of a spell extremely effective as either a roadblock or a trap. The large open valley at the center of the map also temporarily relieves any claustrophobia a player might be feeling during battle.
Battle Layout
One of the most important aspects of the Arctic Mountain is that of its overall layout; two bases on either side of a great divide. This makes for a perfect match between 2 rival teams of up to 8 players each. The design team needed to have one map ideal for a Free-For-All battle or four teams of four, while the other was ideal for two warring parties.
The Arctic Mountain also has many points of convergence where multiple paths meet and there are desirable Power-Ups or Nodes to control. These areas quickly turn into little battlefields where the pressure is always on and the bodies pile up. The routes between these points are high traffic, narrow areas where you never know who you might run into, or how much Health or Aura they have left. Without a single center everyone flows towards, the gameplay of the Arctic Mountain results in duels and small skirmishes, instead of open war, creating an exciting space to play for up to 16 friends.
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