- TehAttak
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- Exalted Heroic Member
It's always interesting to look at the gorgeous concept art and thought processes behind any map... thanks for letting us in to the minds of the design and art teams!
Tyson shares some of the same sentiments that I do regarding that map: "I still would have liked to [...] integrate the layers further, to make the ramps and catwalks between them into less of an afterthought[.]" Build on that theory of multiple discrete passages in maps for Reach, perhaps.
However, there's another piece here that makes me wonder, also from Tyson: "If we redid the layout of the map, maybe we would place the majority of weapons on the first two levels and make players earn their perch on level three. But we would definitely need to play it a ton to see what worked."
Assuming he's right, and the map's default layout should be tweaked to better emphasize bottom/middle control, why haven't you redone the weapon layout of the map? I understand it's extremely late in the development cycle to be messing around with it, but better late than never right?
As a last question: in the little picture of Construct in the loading lobby, there's a teleporter. Where does that/did that lead to?