Early versions of this map didn't properly account for the player's actual movement speed, which resulted in a map that was both too big and very spread out. The early feedback indicated that the map size and complexity would be more ideal for a much larger number of players. This caused me to pivot, and start from scratch with a new design.
In order to succeed, I needed to keep track of several different level design principles at once, such as speed of play and map control. To do this, I created different diagrams of my map to show different focuses.
For this project, I created a Level Design Document, which I updated with before and after images to show the effect the kitbash had on the feel of the level.
Through a mix of careful planning and iterative design, the final map is much more compact and effective compared to early versions.