Map Layout

atticus-rezzer

New Member
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There's a lot of fun in defending a large building & with rain, it makes leaving a large building risky because you become slow the more time you spend in the rain.
Small buildings are nearly useless because you're confined & you basically get wet as soon as you fall back out of the house.

Having a map designed around a large central building with a few small buildings around as refuges until you can fight back to the large central building may tie in with the natural flow of the game loop.

A LOT of this map is designed around outdoors being really open. I think the map may benefit from a lot of outdoors being dead ends trapping players if they aren't playing in and around the mall to encourage sticking to the mall & partaking in the defense.
Having 90% of the map be open for the rain mechanic to punish those outside reinforces staying in the main defense position.
The east side of the map promotes hiding & weaving between buildings.
The west side promotes the benefits of cars letting you shoot over non-traversal terrain.
The north just offers some places to navigate as you get centre, east or west.
The south is a barrier but if we do a board walk, then it can be pretty soul as I don't think there are many zombie games where you are on a board walk. I'm imagining a place called "wildwood" in New Jersey. A lot of tacky ball throwing games, food stalls, and roller coasters. I think it can be fun to fight in and around all kinds of little shops using the counters as temporary barriers so you can run away from game to game using the wide FOV, but inability to move for long period without suffering rain.

Since we're placing this map on the coast, it can be 24/7 heavy downpour to make sure people are punished for being outside too much.
 
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