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. This shows the process of designing "Power Structure". 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. 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. Additionally, I lent support to the design and evaluation of the new sensor warfare gameplay and balancing. 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!).
![battletech urban warfare faq battletech urban warfare faq](https://i.ytimg.com/vi/18rB_vJQHW8/maxresdefault.jpg)
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.
![battletech urban warfare faq battletech urban warfare faq](https://cdn.mos.cms.futurecdn.net/ztejGJEyioEWUmrnP9cFWF-1024-80.jpg)
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.