Glacier

Gameplay and early design work of Glacier

3 base design that matches each faction thematically with no specific faction strength. This creates high tension game play that doesn't allow for teams to easily defend their chests.

3 base design that matches each faction thematically with no specific faction strength. This creates high tension game play that doesn't allow for teams to easily defend their chests.

Frozen water that damages players health directly, but allows for enough time to travel through from one side to the other without dying.

Frozen water that damages players health directly, but allows for enough time to travel through from one side to the other without dying.

Chests are frozen in ice that players must break out. Rather than using a timer before chests are active that allow players to interact with the chests, which is how other booty maps are designed, the breakable ice takes that role instead.

Chests are frozen in ice that players must break out. Rather than using a timer before chests are active that allow players to interact with the chests, which is how other booty maps are designed, the breakable ice takes that role instead.

A dangerous focal point that players can be kicked off by other players into the dangerously cold water. Players can swim out of the water usually before dying, but if a player has low health and they fall into the water, they're as good as gone.

A dangerous focal point that players can be kicked off by other players into the dangerously cold water. Players can swim out of the water usually before dying, but if a player has low health and they fall into the water, they're as good as gone.

Low and odd number (5) chest design. A lower amount of chests means higher value for each one making each chest count. Since chests are easily taken the fight for them is constant which further pushes the chaotic fast game play we originally wanted.

Low and odd number (5) chest design. A lower amount of chests means higher value for each one making each chest count. Since chests are easily taken the fight for them is constant which further pushes the chaotic fast game play we originally wanted.

Shorter routes to each base, decreasing the downtime to game play and creating a game where even if a team is close to winning, they can still lose due to the lower defenses of each base. Basically, the game isn't over until it's over.

Shorter routes to each base, decreasing the downtime to game play and creating a game where even if a team is close to winning, they can still lose due to the lower defenses of each base. Basically, the game isn't over until it's over.

The history of Glacier, as well as a discussion about Glaciers design

Welcome to Glacier, a map designed for Pirates, Vikings and Knights II, a multiplayer team-based first-person action video game. (Gameplay shown below)

Below is the breakdown of the design of the map bt_Glacier, a booty style game mode, which is basically a dynamic "Capture the Flag" map. Players must capture and defend chests in their bases until one team's score reaches zero. You can see a gameplay demo of this map being played on the first video titled development vlog.

Glacier was originally a contest-winning design by the user Parrot of War but was put on hiatus until I took over and redesigned the map due to several design issues that plagued development. I've also done about 90% of the texture and 3D prop work, as well as the level building inside Hammer. Additional help was supplied by other team members that included art assets, design decisions, and playtesting. I've also created an in-depth video on the design and history of Glacier which can be found below.

Glacier was mostly built using 3D Studio Max, Wallworm plugin, Photoshop, Hammer world editor(Valve's Source Engine Tools), and Nem's Tools for the Source Engine.

Final in-game screenshots are shown near the end after the Showcase title.

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