Call of Duty:
World at War
World War 2
First Person Shooter
Multiplayer Vehicle map: Seelow
In the last
month of the European theater, the German army is trying to
maintain a defensive line against the Russian army. Seelow,
a rural area outside of Berlin, is the scene of some of the
fiercest fighting before the end.
On this
assignment, I was responsible for redesigning an existing
single player map to accommodate multiplayer vehicle combat.
The map construction was scheduled for completion in 3
months. Design was limited to only using the existing
models and textures from Treyarch. However, new
brushwork for prefabs was allowed.
Design Goals:
Upon accepting
this task, it became clear the map needed restructuring for
multiplayer gameplay. The single player map had been
designed for players entering one side and advancing towards
the other. Terrain, foliage, pathing, and buildings
would need adjustment to support territory balance and tank
movement.
Because of the
map's large scale and open terrain, snipers could easily
take position and dominate over another team. A
solution was needed to reduce their effectiveness and give
other infantry classes a chance to maneuver through
territory.
The existing
single player map had a memorable burning forest on one
side. It provided an easy landmark for establishing a
player's location. By attempting to have a more
balanced layout, the forest was removed. The need for
distinguishable landmarks on both sides, German and Russian,
became apparent.
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