Map design improvement (path node analysis) (March 4, 2025)

 Map design improvement (path node analysis) (March 4, 2025)

In this phase, I conducted the first simulation analysis of paths and tactical rhythms. By marking the active areas of the player's movement trajectory and analyzing similar games, I predicted that most players would concentrate on the central bridge and the large platform area on the south side, verifying the "high point visual area advantage" of this map.

The slopes, stairs and corners in the map are frequently used as raid paths and ambush points. These points should be set up with cover and material feedback in the formal art production to enhance the action feedback of "lurking-attacking".

The next step will be to optimize the guidance of the edge area based on this hot zone distribution, such as through light, sound or broken wall openings, to induce players to explore more abundant flanking strategies.



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