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PROJECT OVERVIEW
PROJECT MOTIVATION
Since the release of Overwatch, I'm a huge fan of the game license. The release of Overwtach 2 motivated me to do a map blockout of my own.
PROJECT PITCH
They are differents game modes in Overwatch, so there
are also different types of maps.
The map I made is for the hybrid gamemode. It means
that you have to capture a point and then escort a payload.
It is based in Monaco and the Overwatch team is called to protect an armored car that just have been attacked by Talon. The goal is to secure the area and escort the armored car to the bank.
Bank intentions
Destroyed building
Armored car
Few examples of official maps
by type
BLOCKOUT
MAP BREAKDOWN
Like in other hybrid maps, my map is splitted in 3 different points or area.
= Objectives
1st area
2nd area
3rd area
EACH AREA FEATURES
New objective
New players spawns
New environment
New gameplay intentions
1st objective
2nd objective
3rd objective
AREA OVERVIEWS
(From attacker spawns to the objective)
1st area
2nd area
3rd area
GAMEPLAY INTENTIONS
AREAS MAIN GAMEPLAY
In overwatch maps, certain hereos are favorable depending on the map highgrounds or line of sights.
But this is not a constant variable, favorable hero picks also changes when switching map areas.
2nd area / La Havane
3rd area / La Havane
FIRST AREA
For my first area, My gameplay intentions was to have close combat and many interiors.
This would allow heroes like Reinhardt, Reaper or Brigitte to shine in this environment.
I wanted to have another way of playing this area so there is many long line of sights (LOS).
This would allow heroes like Widowmaker, Ana or Ashe to shine in this environment.
The first LOS is very powerful but also very risky because ther is no natural cover nearby.
The second LOS doesn't allow the player to keep the position and defend the objective at the same time.
Close combat area
Close combat area
Major LOSs
SECOND AREA
This area is very favorable to the defender team because the payload road is surrounded by highgrounds and potentials flanks.
For my second area, My gameplay intentions was to have a mix between some wide open roads and tight streets to the sides. This environment would allow flank heroes like Genji, Tracer or Roadhog to shine but also those with line of sight like in the first area.
Thight streets
Tight streets
THIRD AREA
For my third area, My gameplay intentions was to have an interior wich is the bank. There a lot of verticality mixed with close combat. This allow the spam composition to shine with heroes like Sigma, Soldier 76 or Zenyatta. But this composition have a weakness, fast and agressive composition with hereos like Winston, Echo or Lucio.
There are also some flank routes to ease the work of the dive composition or to surprise an unaware backline.
Highgound
Flank route
Highground
Flank route
SPAWNS OPERATIONS
Most of the time, in the capture gamemode (1st area) ,the spawn points of both teams have an evenly long distance between them and the objective.
In my case the defenders are a little further but this is not a problem since other fan beloved maps also do this.
In the escort gamemode (2nd and 3rd area) the player spawns are very favorable for the attacker team and only equivalent at the end of the area. This is because the payload starts at the attackers spawn and ends at the defenders one.
SPAWNS DISTANCES
1 = attacker team | 2 = defender team
My map
1st area
King's row
Eichenwalde
2nd area
3rd area
CHECK OTHER PROJECTS
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