Purpose:
Sustain a free-roam feeling to both the environment and the gameplay centered around an architectually realistic structure.
Provide seperate combat encounter areas that utilze long, middle, and short ranged weapons respectively.
Sustain a high level of visual complexity & detail throughout the map.
Utilize ambient sounds to portray a living environment.
Description:
This is a larger map that is centered about a bank structure and the semi-urban city block that it sits on. The map can be seen as having five distinct parts, each designed to utilize a different set of weaponary.
The exterior of the bank is mostly composed of wide-open areas with large boulders or vehicals scattered about to use as cover; the type of terrain ideal for sniper rifles and long ranged weapons. Both teams start on the exterior of the bank and are expected to storm the structure immidately; however, if a player happens to get pinned down by sniper fire and can't make it to the bank directly, there is a sewer system that runs underneath the entire block that they can use to get to a better position.
The sewers are also best suited for long ranged weapons, but it would be very difficult for a team of snipers to hold both the entire exterior of the bank and the sewers at the same time. There are enterances to the sewers at each corner of the map.
The majority of the combat will take place within the bank structure itself while the attacking team (counter-terrorists) are enroute to the hostages located in the vault area. One method of approach for the counter-terrorists is to enter from the 2nd story of the bank. This floor is composed of small offices and halls designed for short ranged weapons such as shotguns. If the player would rather use middle ranged weapons, he can just walk through the front door of the bank and enter through the lobby.
The spacious lobby of the bank provides cover from most of the exterior but a large windowed wall exposes a portion of it to the snipers that may be lurking outside. For this reason, it is ideal for middle ranged weapons such as assault riffles.
The exterior of the bank, the 2nd floor, and the lobby all converge into the vault area. This is where the defending team is usually camping and waiting for the counter-terrorists to try and rescue the hostages. Because of the variety of environments it is exposed to, it is best suited for middle ranged weapons.
These five destinct areas of the map call for a greater level of strategy and coordination from the players because many of them require specific types of weaponary to efficently defend or attack.
Great care was put into sustaining the environment presented. Realistic surrounding architecture and comically extended views are presented to the player to keep them visiually interested in the game utilzing distance haze to intensify perspective. Ambient sounds can be found everywhere in the map. From the sounds of the costal breeze rushing over the hills to trendy jazz music playing on the PA system in the bathrooms. Birds churping in the trees; office phones that ring in random intervals; noisy crowds in buildings the sewer crosses under; the sounds of radios from nearby appartments; all these can be found plus countless others.
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