- Design goals and Vision -
Art: (cliff)
My art design goals was to have a space station theme, also I didn't want to rely fully on colors, just hints of colors. I wanted parts if the level to be identified by the rooms and objects that is defining the rooms. Main difficult part of the art design was finding unique peices and have no frame drop issues.
(Blaze)
While black picture was hard at work doing the art, I was still testing consistently. I kept a close eye on what he was doing to make sure he maintained any and all intentional design choices. A hand full of times I had him change or reiterate his current set piece to function differently and even found a few things that I felt still could be improved upon in the playtest. Most things were minor and he did a fantastic job keeping up with my criticism and concerns. During this process I had done a lot to add extra bits of aesthetics geometry to use as tactical jumps and nerdy hiding spots. All in all I had a great time working with Black picture on this project. He was definitely the right person for the job.
Design: (blaze)
I knew I wanted to revisit Golaith as it was a tested and polished design in MCC that was generally well received. It even received a feature on ducain23s YouTube channel. Though it had some fans there was much to be desired in the design due to the limitation of forge and especially H2a, so I had a few things I mind about what I wanted to do.
For starters, I wanted to accommodate more versatile playability, allowing for both the intended 2v2 gameplay but 4v4 and better FFAs.
As original design choice was to have a single atrium with surrounding corridors. In the remake I wanted to keep the pathing while opening up the bases and making them more interesting for combat as well as interact with the top floor without making the push to a higher level or into the central atrium.
Vertical interacts were a main focus too. Goliath is a very tall map. I needed to make sure that engagements were at comfortable angles and your field of view wasn't limited when interacting with levels above or below you. The segmentation needed to allow the lower floors to not only provide a place to recover but hold equal incentive, allow for unique pushes and interesting engagements.
- Recommended gametypes -
2v2 Slayer and Oddball
4v4 Slayer, Oddball, and Strongholds
FFA slayer
Also playable for ctf, assault, arena breakout, Classic/Legacy slayer and multiteam.
Oddball by Itz bobcat 7
Legacy by SquallyDaBeans
- Weapon details -
Weapon pad-
Rockets_3m_1 spare
Sniper_2.5m_1 spare
Loose power weapons-
Shotgun_2.5m_no spare
Loose utilities-
H5 BR x2
H2 BR X1
plasma pistol X1
Carbine x2
Dmr x2
Smg x2
Nades-
Plasma single x2
Splinters single x2