Hello everyone, this is Evan Colson and today I’m here to talk about my new 2v2 map “Flux” and some of the design process that went on behind the scenes in making it.
Being new to 2v2 design, I made the effort to first play a plethora of 2v2’s other community members had made, along with talking to them to understand some of their own design goals. I came to understand that spawning and map control were vital to a solid 2v2 experience, so I set out to create a unique and exciting design that included these aspects.
Being asymmetrical in design, I tried to find ways to include symmetrical aspects within its asymmetrical layout in order to create a form of ying-yang gameplay, that would keep players dancing around the map in quick and easily accessible routes. For instance, the Hydra and Power up on the map spawn on opposite sides, in risky, and exposed locations, divided by lanes of segmentation, so that players must traverse the map in order to control both.
Thematically, my goal was to give the mass out a gritty, cliffside mining facility feel, looking out over a large vista that would contrast significantly with the dungy and claustrophobic artificial interior.
Flux is a map I am extremely proud of, but I couldn’t have fulfilled my vision of it without the help of the community. I’d like to thank all those who tested and provided feedback for Flux, as it’s design wouldn’t have been the same without your input. If you would like to play Flux, look for it in my files under the gamertag: CommanderColson, and I hope to see you on the virtual battlefield.
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