Capture and Hold Maps

Capture and Hold Responsibilities: –Adapt existing CTF and TDM maps to be used for the Capture and Hold gametype. Layout capture points and linked inventory and radar stations, turrets, and […]

Capture and Hold Responsibilities:
–Adapt existing CTF and TDM maps to be used for the Capture and Hold gametype. Layout capture points and linked inventory and radar stations, turrets, and spawn points, as well as neutral spawn locations

CaH Adaptation Process:
After being given a list of maps to use for the CaH gametype, I had to analyze the existing architecture- if any- within the levels to be able to mold them into viable capture points. For each point I needed to figure out what supporting assets would be available at each location. This brought up many questions when making the initial plans for the levels:
How many points should each map have? Should they all have a linked inventory station? A turret? A radar?

Because of size and layout variations between the available maps, I was able to come up with a variety of layouts and asset combinations on each map. Playtesting and iterative changes were made to help the points feel like they could be defended, but also so that it wouldn’t feel impossible for enemy teams to take the point back.

Maps Adapted: 
Katabatic, Outskirts, Sulfur Cove, Raindance, Canyon Crusade Revival