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Hi everyone. Today we decided to give you a break from the tanks, theories and give you some workflow screenshots to please the eye.
As we have mentioned here - http://steamcommunity.com/games/421010/announcements/detail/990036078191948660 and have shown here - http://steamcommunity.com/games/421010/announcements/detail/990035444561522793 , we are planning to add a new mode. And now we are creating a new map, which would underline the new gameplay.
Our designers use accepted international practices when developing new levels. Initially, we build the location plan and some areas in draft form. Then we make the skeleton with the common features, based on the main game metrics, Create blank models, maintaining the proportions and using carefully selected references. Next, we move a sketch to the game and test to be sure that everything worked as it should.
Creating the map for this mode, we have to take into account the characteristics of the planned gameplay. The map design must underline and deepen gameplay. Each hill is important, every square meter can be the One, each building can decide the outcome of the fight, so we have to carefully analyze the location of the buildings, hills and other objects on the map. We strive for balance, which will give you the same chance to win regardless of the side on which you start the fight. At the same time area should look natural.
In addition to attacks on the enemy positions, players will need to be strengthened the captured ones, complicating the enemy counterattack by all means. The map must provide the player with so much different tactics for holding the important points as possible, without obscuring the view, and without cluttering up the game field at the same time.
And, among other things, it should be nice and memorable)
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