Honolulu Level Design
After doing the necessary research found here, I began the map. I utilized the measurements and gauged the length of the payload path. I first laid out a long line of rectangular geometry as a placeholder to create the path the payload would take from start to finish. After I was happy with the shape and length of the path, I began to populate the area around it. I worked my way through the map one checkpoint at a time; creating encounter pockets and flank routes. I kept referencing the "Summarized for Readability" document to keep up with consistencies, and the map retaining that Overwatch feel. The prototype block out is complete and is currently in the interior block out stage while concurrently balancing what has already been placed. Updates will be posted here with more progress.
On top of sifting through all the current escort maps in Overwatch, I researched images from Honolulu. I went into creating the block out with a "condensed" mindset. I wanted to bring Honolulu to life while highlighting some bright spots of visiting the ocean side city by connecting three separate sections of the city into one map as seamlessly as possible. Looking through various photographs, I picked and chose a select few that felt like that would compliment each other when I would end up laying out the block out. Checkpoint One takes place inside a facility that is connected to Diamond Head. Checkpoint Two is a stroll through the city streets, cruising by both a mini mall and a water side brewery. Checkpoint Three is crossing over a bridge, passing by a lush garden area that leads directly in front of stage on the beach. Through these unique pieces to what makes Honolulu tick, I felt that it would make a fun player experience from beginning to end.
Link to Documentation