Step Stones

2024

Walkthrough of Map


Map Timelapse

My Design Process

Part 1: Goal

My goals for the project were the following:

1.Design the map to fit my game concept for Blink

2.FLOW! I wanted to make sure every lane and connector flowed well together.

3.Emphasize unique characteristics around the map

4.Try to emphasize Search and Destroy for this map.

Part 2: Research and Inspiration

When starting my design process for this multiplayer map I had this idea of making the map have descending/ascending lanes. So that one lane would be higher in elevation, the mid lane would be neutral in elevation and then you would have a bottom lane. And my goal was to then make all three of these elevation changes flow together. I also felt this style of design would fit quite well the gameplay mechanics of Blink.

Although when concepting a map I do try and think of a theme or setting for a location. And originally I was thinking of something related to Japanese architecture or villa style home. I did not let that restrict by design process. I really looked at other games when it came to my concepting a research stage of this design.

So I looked at games like Black Ops 3 and 4 that had some movement mechanics that challenged the design of the maps. And I saw a map like Seaside that I felt achieved the kind of design I was aiming for. I also looked at another FPS game in Titanfall. And although the use of Titans impacts those map designs. I still felt like they were a good reference for me like the map Export or Smugglers Cove when it came to how design a map when players can move through them quickly with the game mechanics or special abilities.


After looking at multiplayer maps from a variety of different games that I loved playing I started to sketch out a map on paper. And you will notice how much that map ended up changing by the final layout in the 3D editor.

For Instance the way the two starting spawn points are laid out has changed a lot. How they flow into the lanes but also how the areas themselves can be great areas to have gunfights in.

Another area of interest is toward the Memorial location on the map. Originally meant to be more of a garden/park style pathway on the map, which can be seen in the timelapse. I changed this location on the map to a building. I found it a better design when it comes to having fights in the location. It can be used as a flanking route or a location for players to control depending on the game mode.

Part 3: Map Layout

When it comes to the Market Square location, if you look at the 2D top down layout or the timelapse of the area it was split up by this center wall. However this greatly effected the flow of the mid map. I felt like it was not enjoyable for players to move through but also it did not provide a good area for combat.

Another area to look at is the Bottom Market area of the map did not have great change with how it is laid out but it changed how the lanes connected to that area. I changed the connector areas of the map so players could flow easier to that area and through that area of the map. Top Long for instance has one of the longer straight line of sights on the map now instead of being broken up by walls to much. What this done in my opinion is that it allows players to have fight and worry about someone challenging them from the other side of top long that they cant keep all their focus on bottom market.

The different iterations of the layout also helped me find the best way to create unique characteristics around the map. For instance areas like Double Stairs and Spa/Bathhouse standout in the map as unique locations for players to callout Or the light house near the spawn gives people a landmark to attach to the map. Then you have certain lane connectors like the curved stairs that lead down to the bottom market area or the split stair in the mid map. These design choices I believe give players areas they can remember easily. And therefore since they are unique players can remember the best way to move through these locations or attack a plyer in that location

The iteration process for this map has been one of my favorite things to do because the design of the map does not just revolve around one area of the map. And the feedback I have gotten from playtest is that there are multiple areas on the map that players just love having interactions with the enemy players at.


Part 4: Blockout and Iteration

The original layout and design of Step Stones has changed a fair amount since the original design of the map. And there are a few points of interest that have developed since the beginning into something that help makes the map flow from lane to lane.

  1. Starting Spawns

  2. Mid Map/Market Square

  3. Double Stairs

  4. Memorial and Garden Paths

These have all been areas on the map that I have changed or tried different iterations for playtesting too find the best combination. The lower lane of the map where Bottom Market is has stayed the same for the most part, because although the layout changed some from the original 2D design it still played consistently.


One of the areas that I kept working on the most throughout the iterations was the starting spawn locations for each team. In the original block out above there isn’t much to them outside of it being a location to move through or start from. And I really worked at making these locations on the map that felt like an important to have control over. Whether that be because of the buildings it was connected to, the location of objectives on the map, or the ability to give your teammate a good respawn area. The two starting locations played a major role in making the map flow well from top lane to mid level to bottom lane.

When it came to how the mid map evolved through iterations of the map and the playtesting it really revolved around the flow of the area. By having this mid staircase/wall split that location of the map really came in conflict with how players flowed through the map. In playtest I saw players rather take an approach around the mid map then ever go through it. Players did not enjoy fighting in the location, especially with the core mechanics of Blink. When I opened this area up and changed how it worked with the bottom lane and top lanes players found more enjoyment playing in this location of the map. The new Market Square design used the location effectively now.

This also relates to the top lane of the map and the area now known as Memorial. Originally meant to be part of the longer garden paths. Meant to be more open and only split up with some fencing is now broken up with a building that connects the lanes well also giving a POI for players to move towards and reference. And although through playtest feedback players have enjoyed both designs. I believe having the building in this location makes the top lane less of something you just move through to get to the enemy spawn or to look over mid map. But now adds a location worth fighting for and worth controlling as a team.


The double stairs location also changed over time. The original blockout created the problem of making the players standing on top of double stairs have to much of a power position. Players could hold anyone moving through that area very easily. So I switched to having this building that could face off against anyone holding that position down well also providing options for players to control this area of the map. Whether that be via the double stairs, the connector to spa, the overlooking window or the tight wall path. This area turned from one sided to giving players many options to approach the location with.


Part 5: In Correlation With Blink

Since this was another map that I was designing with the Blink teleporting mechanic in mind. I understood more how I wanted certain angles to look and play. How certain power positions can effect what abilities can be used to counter the position. And I feel like when it comes to this map the abilities I have for the game so far can be used effectively across all game modes.

For instance when it came to the teleporting grenade ability. There are plenty of areas on the map where you can use this tactical ability to reposition, to approach an enemy differently, to escape to a safer position because you are trapped. This ability with works with the map in such of a variety of ways that it is something players will want to use on the map.

When it comes to the dash mechanic, although it is simple ability. It still is very effective on the map when it comes to how your gunfight interactions take place. Its an ability that does a great job at allowing you to reposition quickly or switch the opponent you are attacking again. There is also plenty of open space in the map that allows players to use the dash to get to a position faster then others.

The shapeshifter ability works very well on this map in many ways. Whether it is using it to change your verticality quickly and get control of a lower or higher position in a location on the map. Or you can use it to maneuver around through room to room without having to worry about getting caught by a player holding a certain angle or lane down. And even though the shapeshifter actors can be destroyed by any player on the map not using the ability there are so many on the map that there are still plenty of options for the player using the ability to be effective.

Another tactical ability like the throwing knife gives players more control of where they can teleport after getting a kill. It could be going to an old position or moving forward past the enemy line. Its another ability that gives players options on how to approach a location on the map.


Part 6: Conclusion

I worked on this map for about a month straight. I then took sometime away and when I cam back to it I found things a bit frustrating with the design of the map. Certain areas I did not want to play in, certain areas did not flow well with other lanes of the map. Then when it came to the game mechanics of Blink and some of the game modes in Blink it just felt like the map was a bit cluttered. But after making some changes and now testing the new iterations I find the map to be more fluid. The mechanics of Blink I think do a really good at shing on this map. The game modes on this map create a lot of fun scenarios. And I can honestly say this is one of my favorite map designs that I have done so far. And I am hoping more playtest I do can confirm this.