Map white box stage: Blender preliminary modeling (February 18, 2025)
Map white box stage: Blender preliminary modeling (February 18, 2025)
I built the block structure of the map in Blender, and repeatedly tested the player's movement rhythm, field of view occlusion relationship and angle advantage by adjusting the module combination.
Several factors were tested: 1) Whether the average distance from the birth point to the resource point is fair; 2) Whether the openness of the central firefighting area brings balanced firepower interaction; 3) Whether the height difference design is sufficient to form position suppression but not too uncounterable.
We adopted the principle of "interlaced passages" to ensure that players always have multiple passages to choose from, avoid being forced to advance by a single route, and improve tactical richness and variability.





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