KINGS CANYON
Season 2 Update
For Season 2, I wanted to address some of the areas that were underplayed or problematic in the original layout. Now that we had metrics and heatmaps on millions of players, I could be relatively certain that some PoIs were too chaotic and deadly, which would result in lots of early game deaths. This would make the matches lopsided, where there would often be only a few teams left after the initial drop and the later stage of the match would feel empty.
I also wanted to progress the story of the map and the world, so the writers and I brainstormed changes we could make and the story that would tell.
This was also the first time we were doing a map update, so we didn't know exactly how to scope it correctly. We took a best guess, and decided to change 4 areas, along with a big marketable element - the Leviathans.
REPULSOR DOWN
The genesis of the story for Season 2 was that Crypto was a new Legend causing problems with the Apex games. His first act of terrorism was to destroy the repulsor tower at the Repulsor PoI, allowing the creatures in the area to flock back to the island.
This was mostly a visual update, but it was important to show the cause of the creature infestation in the map, and it let players know that storytelling would have meaningful impacts in Apex.
THE CAGE
The Cage replaced Bridges, which was a wide area with a ton of vertically, a bunch of buildings, and a powerful sniping tower overlooking it all right in the center of the map. It was a fun area, but it was big enough to draw in lots of players and chaotic enough to be too deadly. Because it was big and in the center of the map, it was easy to get to from the plane, so lots of players dropped there. It was a perfect candidate for a new PoI.
The Cage was designed to be unlike anything else in Kings Canyon. A 4 story building with tight rooms and grating for walls that could overwatch the whole valley, you were both incredibly powerful and vulnerable while looting it. There was also a lot less loot overall. As players adjusted it changed into less of a hot drop, and more of a mid-match control position, as it had powerful sightlines that looked over most of the paths players would need to move through if they were running from the ring.
While designing The Cage, I knew this was a layout I would never make for a typical shooter. It was very "spicy", with more verticality than most FPS games would allow. However, what's great about Battle Royales is that you can have "spicy" areas for people that like it, and those players will get gameplay experiences that they can't get elsewhere. For players that don't like it, they can simply avoid the PoI.
CONTAINMENT
Containment is a small-ish PoI that replaced Cascades. Similar to Bridges, Cascades sat in the direct center of a large valley, which made it a death zone.
Containment added a new visual style for buildings in Kings Canyon, and we also included Flyers in cages. These were animated flyer creatures that would make loud squawks when players got too close. If players were trying to loot quietly, they would need to avoid the cages while looting, or kill the flyers (gunshots were a bit quieter than the birds, and less telling for exactly where they were).
One thing I wanted to preserve from Cascades was the town's relationship with the IMC Watchtower that was nearby. Snipers in that tower could pin down players in Containment, but the tides would turn when the ring pushed them down into the river.
SHATTERED FOREST
Shattered Forest was originally a bombed out field, with only slight terrain defilade in craters and some burned trees. I wanted to bring a little life back into this area, and help tell the story of the fauna taking over the map.
This was mostly a visual update, but the giant flyer nests and trees/bushes added a lot more cover, making it a bit safer to be in.
There was a new small town added to the edge of this zone that we later connected to Wraith's Town Takeover, which ran underneath the ground.
LEVIATHANS
At launch, Kings Canyon had 2 of the Leviathans from Titanfall out in the water. They were low poly models - we only ever had them in the game at a distance - and they had some simple animations that held up fine for the vista.
For the wildlife overtake, an artist suggsted we bring the Leviathans IN to the map. This was a pretty big undertaking, as we not only needed to upscale their art, but code and animation needed to do feature work to make their collision work well while networked and animating.
A fellow designer hooked up their stomps to kill players, and some other fun features like them looking at players during the skydive were thrown in by an engineer. Overall this feature was the toughest to do, but brought a lot of fun personality to the update.
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