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Hi, friends.
Today, we'll talk about working process on a new map that has already been mentioned here. Its working name is Polesie, so you can easily guess which region is taken as a basis for it. We wanted to create another village map, which could be used in the future for cooperative missions about the first months of combat operations in Ukraine during WW2. But stopping at a particular village would mean - putting yourself in a tight frame. First of all, this is a map for a team multiplayer game, which means that it should give the same opportunities for both sides. In life, this happens rarely.
An additional argument in favour of the village map was that some of the resources and models were already completed, so we would not have to make it from scratch. At this stage, this argument can not be ignored, because there are still a decent number of models that are waiting for a replacement in the game. Now we sometimes use old maps like Depo or Bazerville during the tests to slightly change the process and simplify the bugs search, but we can’t fully use them in Soldiers: Arena. Lots of work need to be done before that. Perhaps even more than with creating new ones. The map should not only be atmospheric and beautiful, but still meet the standards that dictate the new gameplay. We have different commanders in the game, so there must be zones on the map for the use of each unit: open areas for tank battles, areas with dense buildings for infantry fighting, bottlenecks for mining and using engineers, etc. Fighting for territory requires the presence of places of increased interest, where you can get a serious advantage if you gain a foothold. In addition, the height map should be easily readable so as not to cause irritation when player’s shell hits an inconspicuous elevation. And everything should be equally balanced for both sides of the conflict. Once we decided the region, we began to discuss its plan. This is how the rough draft version of the map looks. It will be corrected and refined in the process of work, that’s for sure.
A large village in the center of the map, as the subject of the main dispute. Surrounded by fields and wide forest belts, where tanks and artillery can move freely. On the right side you can see the mill and miller's house (with the possibility of strengthening it), which are located on a raised platform. This is the main point of interest on this flank. Infantry can climb to the hill without problems, but the vehicles can only do so through narrow entrances, so that the player who is fortified on this island gets a good advantage in the defense. At the top and bottom of the map you can see abandoned farmsteads (forts on the map), which, like the mill, are on a small hill and have a clearly marked entrance. These locations are particularly interesting for artillery, since the entrances to them can easily be blocked by anti-tank hedgehogs or mined. However, this is not a secret for your enemy so he can shoot you with howitzers, send saboteurs, or simply surround. And there is not much place for maneuver, so artillery will start to unmask faster and faster because of the noise mechanics. The left part of the map is a swamped forest, in which tanks and infantry move slower, and the battle will go over the parts of solid ground. Only on them the player can dig trenches, install mines and barrages, so you always have to choose: advance slowly with the risk of getting into an ambush, or with the usual speed and explode on the minefield. On the left flank of the map we want to realize interesting opportunities for infantry gameplay.
Once we have decided the region and the initial layout of the map, it is time to look for references to convey the atmosphere of the area and show it believable. After all, buildings and entourage are seriously different from region to region. Someone even had to sacrifice a piece of vacation to visit the outdoor Museum of Folk Architecture and Life of Ukraine, look at the huts with his own eyes and collect more information. Here are a couple of examples of implementing these references in the game.
So that’s all for now. Maybe you have favorite maps from past games that you would like to see in Soldiers: Arena? Also, feel free to write your wishes about zoning of Polesie, while work on it is still under way. And as usual we wish you the best!
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