The final product restrictions given were as follows;
- The reason behind the area must be realised.
- The Splash Damage building created last year must be included somewhere in the field of vision.
- The map must follow an architectural flow, flowing in a figure of eight.
In the following posts I will be documenting each of my steps from breakdown of deathmatch maps, to the final production procedures, through aspects like Gameplay, Sounds, Visuals and Theme.
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