Waugh101
Well-Known Member
For 2.2’s levels, we placed a design constraint on ourselves to avoid the ever-common desert theming. We did this to try to introduce even more visual variety to our map pool. Instead of creating entirely new themes, though, we looked to expand upon other existing settings. This was important, since we try to give every map a unique visual feel, but can’t create brand new themes for every level.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.
2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.
The signs visible behind each exit from the park
One of the specific challenges with urban settings is their inherent higher level of detail and contrast, something we want to relegate to gameplay-important areas. To help combat this, the map sticks to a tight color palette - using only about three or four main colors on each side. The out-of-bounds also quickly falls off into darkness, leaving most of it to silhouettes and keeping the eye in the play space. Placing the map at night also helped combat another challenge with the urban theme - believability. It wouldn’t make much sense for this secretive war to be fought in busy, public city streets. Placing 2Bridge both at night and in a derelict industrial district helped to sell the game’s larger narrative.
An example of 2Bridge's small color palette
To complement this new take on the urban theme, 2Bridge also brings an entirely new industry to the game, auto manufacturing. We were largely able to represent this with existing assets, something that’s always a plus, but the bespoke factory signs help to fully sell the location. To wrap all of this up, we featured new ambient sounds to realize the feeling of a breezy night in a lonely corner of the city.
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.
Being considered 2.2’s flagship map, 2Bridge saw a large collaboration between developers to bring a unique flavor to the urban environment theme. Since this was our second-ever level to feature the theme, we had plenty of new room to explore. In contrast to Harbor’s downtown, East Coast influence, 2Bridge’s cityscape was inspired by the outskirts of cities in the upper Midwest. This also allowed us to more seamlessly integrate natural elements, like trees and hills, into the urban fabric, further setting it apart. This combination of natural elements and industrial back alleys is one of the map’s unique, defining features. We also tried to place an emphasis on neon signs and a sharp contrast between light and dark throughout the level.


2Bridge before and after its art pass
Our art is never separate from gameplay, though. We put a good bit of thought into helping players navigate the level through its visual design. To make each part of the level distinct, the map was roughly divided into three separate sections on each side: the disused park, the city alleyways, and the industrial grounds. This also creates a narrative progression, as teams push from the less developed park area up to the front door of their enemy’s operation. Throughout all of this, the map features a few notable landmarks. For example, each team’s buildings were designed so that their main factory was easily visible from the park area. Along with that, both exits from the park are lined up with an illuminated sign behind them to highlight each option.

The signs visible behind each exit from the park

An example of 2Bridge's small color palette
We also think it’s important to mention that a couple of the decisions mentioned in this post were initially less intentional, but a key part of design is recognizing what works and sometimes knowing what not to change. We’re happy with how all of this came together and look forward to continuing to introduce even more themes and subthemes within our future levels.