“The scale of maps is always the hardest aspect to get right. It’s important to plot your main paths and measure these distances; we’re looking for anything between 8 and 12 seconds from spawning to an objective. [...] Anything longer than that and players get frustrated when they respawn and have to run back. On the other hand, if the time is shorter it risks the map feeling too small for 8v8 matches, and can lead to chaotic gameplay. [...] This stage is crucial to map development, but our team operated by a simple rule of thumb; if it feels long, it’s too long.""Considering [player classes] is the next step. We had to look at combat ranges to allows our entire arsenal to function, [...] while also ensuring variety in combat spaces to allow [different abilities] to be viable (like [an airstrike ability]). In real terms, this means considering the ratio between outdoor and indoor areas, ensuring [characters with outdoor-focused abilities] were viable."
"Originally the idea was the map was snowy. But art wanted to bring green into the map, and in one of the meetings, Robert Taube suggested what if the Epicenter (then called Frozen Explosion) caused the snow.A key to being a good designer is being flexible to new ideas. For instance, the Art team came up with The Dome. In my blockmesh, it was a volcano. They pitched it and I adjusted to incorporate the idea. I had to create a new layout for it, but it made it better.But other times, certain [points of interest] are fun from the beginning. In those situations, I am more stubborn about what can change. Sorting Factory is a good example of that. It's important to identify what's precious and what's flexible in terms of layout. Because it takes a team!"