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By Petroglyph
$29,471 pledged of $700,000 goal

Feature Spotlight: Map Design

Philosophy of Map Design

Maps in Victory are an integral part of the gameplay. Much of the focus is on players making smart use of the terrain to tactically outperform their opponents. To that end, every map will be carefully designed to allow players to make extensive choices and to allow lots of gameplay depth. Maps feature multiple objectives and useful terrain spread, resulting in fluid, unpredictable gameplay from match to match. No two games will ever quite be the same. 

In this feature spotlight, we will walk you through the design process that created our prototype map, the Battle of Tunisia.

Map Overview: Battle of Tunisia

When designing this map, we focused on two points of design: ensuring that each capture region had a unique strategic capture-and-control approach and that the overall layout promoted fluid mobility. 

The Battle of Tunisia hosts three victory points, two resupply points, and two landing zone start locations.

Victory Points

This map features three victory points, two of which must be simultaneously captured and held to meet the victory condition and win the match.

Each victory point takes advantage of line-of-sight, high ground, and cover mechanics in different ways.

Victory point "A" demonstrates the importance of infantry and high ground. There are four strategically placed higher ground positions surrounding the victory point. These vantages give infantry the opportunity to scout out the enemy prior to an offensive attack to capture the victory point. There are also some cover locations that help infantry hunker down and defend the location. With a nearby resupply point, Victory region "A" can be a valuable asset and, with good team coordination, could be easily held once captured.

Victory point "B" provides a balance of offensive and defensive strategic opportunities and, due to its central location, is often the most contested victory point on this map. The capture area is fortified with defensive cover positions located safely beyond the line-of-sight of surrounding high ground attack positions. Should an enemy be forced to retreat, high ground positions accessible only by infantry offer excellent opportunities to stay on the offensive.

Victory region "C" is located in high ground, offering line-of-sight advantage to defenders who can scout out approaching enemies. This position is also the only region that has an infantry-only access point, providing excellent opportunities for pincer attacks against enemies holding the victory point. The nearby resupply point should be captured prior to attempting to take victory point "C", as control over the resupply point could either cut-off a retreating enemy's attempt to regroup and heal, or allow you to regroup after a successful capture of the victory point.

Resupply Points

There are two resupply points in the Battle for Tunisia. Resupply points allow the player to regroup and heal their damaged units so long as they stay in the resupply zone. Capturing these locations is very valuable to the long-term strategy of your team.

Start Positions

There are two starting positions -- one to the north and south. Each team will start the game in one of these locations and each offers different tactical choices.

When starting in the northern starting position, players will be situated to advance on victory regions "B" and "C". While advancing toward the victory points, players can briefly separate to set-up ambushes for the enemy as they advance through the map.

Beginning in the southern landing zone positions players to target Victory regions "A" and "B". An advanced tactic would be to take the faster units, such as Scout vehicles, toward victory point "C" to harass the enemy player in their attempts to capture the location.


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    1. Missing avatar

      Avalonerkey on March 14, 2013

      Interesting read. Seems alot goes into designing a map.