Evolution of SMITE Tutorial

The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to characters to the maps themselves. The game has morphed and evolved into the product played today, which means the tutorial requirements change as well. Evolution of the Read More

2- Arena Under The Hill: Ports & Scrapping Layouts

If you’re reading this and the post-date is not Thursday, August 15th… woohoo! I’ve figured out how to set updates to publish later! (I am currently on vacation until the 26th, so responses and commentary approval will be slow). Warning: this is a long update, and not about a new CTF map. I may discuss why Read More

Global Agenda

I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time was spent improving existing PvP and PvE maps: adding alternate ways to access points, adding more cover from enemy fire, making lighting adjustments and optimizations, Read More

CTF- Terminus Station

From my post on the Official HiRez Forums:   Here are some updates on the newest map: map layout is similar to Arx Novena, in that it has aqueduct like structures that help block line of sight and provide cover/visual interest to the map flag stands are about the same distance as Katabatic’s flag stands Read More

Assault

The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had a few simple rules: players could only travel the center lane- no jungle or side lanes; once a player left the spawn area, then the Read More