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Bella 5



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HiRezScott

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Joined: Mon Jan 12, 2009 5:19 pm
Posts: 153
Post Bella 5
Bella Omega: Sworder world, host of the Seventh Firetruce, and the map that just won't die. Initiate Teasing!

Note: Imaged are early Work in Progress, not final art or layout.

Image

Bella Omega went through a lot of revisions in Beta, and ultimately was cut for very poor performance. We can track the number of players that immediately quit when a map comes up in rotation, and Bella could have been confused for a server crash. So how do you bring a map like that back based on popular demand?

We've got a lot of feedback from you guys on the various versions, and overall it was pretty divided. So, after talking it through, what we've decided to do is create a brand new 5th version of Bella.

We want Bella to be something that can go into the normal map rotation, not just be on custom servers for nostalgia. Bella 5 will hold true to the spirit of the original design, and including favored features such as force fields, central conduit to generator, larger hills, and the huge underground expansion. It'll also get a new visual treatment, and not look as much like snow. ;-)

Image

For those who don't know, I actually did the first two versions of Bella, before Kevin picked up the map and worked on the latter two. It's been a thorn in our side for a while... or near and dear to us... just depends on the day. ;-) Kevin is currently working on the incredible Blue Shift, which some of you saw on Friday, so I'll be tackling Bella 5.

Usually I focus on CTF maps geared to rate high for casual users, such as Crossfire and Arx Novena. They tend to be a little smaller, have easy to read central areas, and are very difficult to get lost in. With the new version of Bella we are aiming for a style similar to Arx (focused middle, larger outer hills), but with a good deal more distance between the bases. Arx did a good job of being accessible for new players while still fairly popular for skilled players, and we're looking to push that further.

The distances are a little deceptive in the attached images, remember those towers are HUGE. (See the base turret next to it). With all of that size and space, one issue we've always had on Bella is how to provide good alternate entrances into the generator room. To help with that, there is a new concept we are playing with in this map for really fast underground travel. It provides a couple of interesting new strategies, and attack/defend points. If all goes well, I'll see if we can get Bart to stream a demo of it soon!


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Mon Jan 07, 2013 2:49 pm
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