Designing an Overwatch map [Update 2]
This week I analyzed a non-traditional control map, MEKA Base from Busan. MEKA Base is one of my favorite maps out of all controls map, and I will tell you why after I shared my map analysis. This map is pretty complicated and very unique. There are three main reasons why I think this map is different from the other control maps: 1) Connected lanes 2) Lane Lengths 3)Control Point (CP) mechanics. Let me explain in more detail for each point.
1)) Connected lanes: A lot of the newly released control maps tend to do this. They have the usual three lanes (bot/mid/top lane), but the lanes tend to spread out once they are closer to the CP, and it is harder to switch your lanes in between. For example, in Control center, once you enter the mid lane, to go to the top lane, you have to enter the mid lane battle point in which they are connected.One thing I noticed in newer control maps, they have a buffer area in the middle where they connect all three lanes, so if you want to change your lanes before the CP fights, players have a choice to do so. They are often formed as a long corridor (MEKA Base, Busan) or open space (Sanctuary, Busan). It is more flexible for players to have a choice before it is too late to back out.
2) Lane Lengths: This only happens in the MEKA base that I have noticed. Normally mid lane is the fastest route to CP, while usually there is a battle point before entering the CP. The two other lanes (top and bot lane) act as a potential backdoor/wrap-around player options. For example, Semi-mobile and Mobile characters, like Tracer and Sombra, can use the top/bot lane to perform a sneak attack behind the enemy team. In MEKA base, the lanes act a bit differently comparing to other control maps. Mid lane still is the shortest route to the CP, but it is rather a shortcut to the CP because it takes four to six (depends on the heroes) seconds to walk from the base to CP using the mid lane, comparing to the normal mid lane which takes around fifteen to twenty-five seconds to CP. I believe the map design intends for rather intense gameplay where players have the option to "rush" to the CP. Rather having a Battle point in mid lane, top lane acts like the mid lane in MEKA base and have a battle point in the high ground, while bot lane still serves as an alternative path for backdooring/wrap around. Each lane functions different purposes, and it has rather dynamic gameplay comparing to other control maps.
3)CP Mechanics: This has another interesting innovation I have never seen in other Control Maps before, and it is moving panels on the point. Every 9.5 seconds (I timed it), three walls will rise from the ground and act as barriers for the CP, and they will stay for precisely 9.5 seconds, then they will go back down. The cycles continue for the whole duration of the round. It is interesting because the CP locates in an open area, so these panels will change the gameplay every 10 - 15secs (takes four seconds to have the walls to rise fully). I enjoy the wall mechanics a lot because it changes the gameplay dramatically. Teams are forced to adopt that moment to capture/defend the point successfully. One more note I want to add, the panels also act as vignettes for some point of view. Here is one of the examples I have captured in the game.
I also did some similar map analysis with MEKA Base, but I did add a few more elements: High ground and death area. I always like how overwatch control maps have a lot of different varieties of high grounds, rather if they are hard to get to, class-specific, or shared high ground. The high grounds for control maps are well-balanced. I also found out they do have a lot of direct line of sights with the enemy side.
I started out trying to find some interesting Overwatch lore to work with and I am leaning towards working on Scrapyard. In overwatchwiki, it describes Scrapyard as "The Scrapyard is an arena in Junkertown, where the Junkers carry out gladiatorial combat. These include mech battles, which are one of the most popular forms of entertainment in the town. Other forms of combat include human vs. human and human vs. omnic matches." In a way, it feels like it is describing as an arena, but in-game, it's included in a payload map.
I want to find more lore about Junkertown and possibly redesigned Scrapyard as a reimagined control map with Junkeryard feel to it! Stay tune!