
As before, it was laid out in a custom road connection tool and then blocked in to increasing levels of detail. I designed this map both for procedural encounters and also as the dedicated multiplayer arena locale.Īnother process set, showing the creation of a map entitled "Grid Lock". CAT35001 Catalyst Game Labs - BattleTech: Total Warfare. The final image was noted and provided to the art team for set dressing and QA for testing.Īnother in-editor shot, this one of "Metro Green". Catalyst Game Labs BattleTech: Inner Sphere Urban Lance Miniature Pack (CAT35735).
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I laid out the initial roadwork in our custom tool, filled in the broad green spaces and water areas, then eventually hand-populated the space with buildings. We have tunnels to allow us to strike in their rear areas. Get the best deals on BATTLETECH Urban Warfare Steam Gift GLOBAL at the most attractive prices on the market. This shows the process of designing "Power Structure". We have underground facilities for entire regiments of troops, all trained in urban warfare. New street features, the return of forgotten technologies, challenging sight lines, collateral damage and maximum. The overall effect was a superb release that dramatically improved upon the depth of the base game and gave many a fan an excuse to roll up a new mercenary company!Īn in-editor shot of a map called "Power Structure", built around the concept of three distinct "districts" and a heavy industrial theme. Featuring vast cityscapes, electronic warfare systems, and new BattleMechs like the Raven, BATTLETECH: Urban Warfare is available now for 19.99 / 19.99 / 15.49 MSRP and is also available in the BATTLETECH Season Pass. This also gave me greater insight into the gameplay systems and allowed me to better design my play spaces to emphasize the new features of the DLC. Every building in the new urban biome is fully destructible, so you’re never more than a few salvos away from a new line of sight, or the defensive cover of high-rise rubble. Additionally, I lent support to the design and evaluation of the new sensor warfare gameplay and balancing. Urban Warfare: Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls.

Taking this idea even further, I also helped develop the new utility buildings that dynamically apply environmental effects if destroyed (or purpose or by accident!).

This expansion changed up the combat gameplay in a massive way with highly destructible city environments to really bring home the fantasy of massive ‘Mechs rampaging their way over and through buildings and infrastructure in an urban setting. KEY FEATURES: Urban Warfare - Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls. The process of urban map creation used a variety of tools and steps, and involved tight collaboration with the environment art team, technical artists, and engineers. After doing some prototyping work on a new, secret project ( shhhhhhh) I jumped back into the BATTLETECH saddle to work as the primary combat environment creator for the Urban Warfare expansion.
