The creation of Invade
Afther I created the map Armory I feld like I wanted to experiment some more on the Enviorment Art. I liked the existing layout and it had proven to be working/fun. However, the classic art style I used wasn't good enough to attract many players to come and visit the workshop. This made my decision to work on something new and use the existing layout as a reference for my new project. Invade is fully different in style and theme since its located at a overgrown castle on a sunny day. Both pictures represent the same bombsite, but look totally different.
I wasn't fully happy with the layout of Armory. For an example I thought bombsite B (right one) was too small, some areas were pretty cramped and there was one path to many to the sites. I used this feedback to itterate the layout and using the new architectural design to reshape the layout for abit.
What I decided to do is create one main path to bombsite A (left) extinding to a second path which is closely connected to midle. It won't give too many entrances to bombsite A, but do create some dynamic to it and rotation possibillities for both teams. I feld on Armory it was pretty hard for CT's to retake the bombsites, thats why I gave them more options to rotate from one bombsite to another. For bombsite B (right) I repositioned the bombsite, gave more possibilities for T's to plant/play arround and even created a very safe plant spot with a drop down path leading directly to it. It's a high risk, but also high reward to plant the bomb. The downside is the aftherplant for T's when they plant on their safe spot. CT know they are either at the drop room or main entrances to defend the bomb, because other angles will give CT a safe defuse oppertunity. Overall I feld that CT had to much space on Armory to play aggresively and backstab T's so I changed this to create a longer rotation time between A main and B main. Rotations are now more supported trough CT spawn and midle.
Check out the new layout:
My focus on this map was the enviorment art mostly. I have created any of the assets (in all my projects), but did everything else by myself. My goal was to make a high detailed map remaining a consistent and clean look for some great competetive play. While being consistent I wanted to give indentity to each individual area so there is some easy navigation arround the map. The tower in the midle is not there for the aesthetics, but also as a navigation point which can been seen troughout the whole map. It was a great learning experience which made me appriciate Enviorment Art some more besides Level Design. But if you will ask me know, I still get more exided over a nice detailed graybox then a fully polished map.