unpublished Works
(those that were put ON HOLD)
(those that were put ON HOLD)
Several works that were paused during development due to unfortunate "developmental situations"... (RIP)
Located on a cliff surrounded with abundant source of water, Waterfield Pantheon is a battlefield where two teams fight to achieve the objective (capturing enemy's base) in a tug-or-war style battle. It was one of the first maps I pitched in the very early development stage.
The map uses water level control to change the landscape and reveal parts of the map that were previously not accessible. Capturing the enemy's water control unit will drain water from enemy's base for few minutes, making it more vulnerable under attack.
Built for Extraction Mode (unfinished), a free-for-all for 12 players.
Player's goal was to loot and safely escape without getting killed by another player.
Total of 4 exits and ~20 loots (regularly regenerates) were placed in the map.
The world was roughly comprised of approx. 20 rooms of 10m x 10m. The key was keeping the rhythm of the space so that players turn every corner not knowing what to expect, with the use of occasional open spaces to prevent players from losing direction.
Simply called after the mode name, Siege was the largest map developed in Warhaven.
Symmetric battlefield built for 64 players (32 vs 32)
Comprised of three different sections (Central Area, Home, Away). The later two are activated only when the first line of defense (the front fortress) is defeated.