We've been teasing it for a while and it is finally time to give you more insights into our newest map coming exclusively for alliances later this month! It's time to travel to the frigid terrain of Antarctica and vie for supremacy!
With that in mind, we had a quick interview with our design team, where they speak about their ambitions about this map, the design process and how everything came to be!
More information about the map itself will be coming later on!
- What inspired the map?
- How did the first attempts go?
- How did the scope change over time?
- What halted the first attempts?
- What restarted development on the map?
Garrett: The Antarctica map was like an induction ceremony for me after joining the game design team. I needed something to get my hands dirty with and something which, if I broke, would not be the end of the world. And thus started Garrett’s journey in map design.
- Were there any changes in the design?
Garrett: Having gone from a normal-sized map to an alliance scale, it brought with it a few changes, most notably to the number of nations, the distribution of cities and provinces, starting resources and units, as well as the economy of both players and AI nations on the map. The scaling down of the number of players allowed us to give a more fleshed-out feel to each nation especially since we had more room to work with when it comes to the geographical structure of the respective nations. This coupled with the semi-fictional setting allowed us to experiment a bit with different compositions, resulting in some irregular shapes for some of the nations.
- How did the new development go?
- Were there any particular problems?
Garrett: I wouldn’t exactly call them problems (apart from the nation selector breaking). I think some of the more notable challenges that came up were shortlisting of the nations to be included in this map, since Antarctica doesn’t have enough locations and claims to fill up an alliance map, which is why we took Frontage Theory as our basis for nation selection and distribution. Coupled with this was the city and province names being semi-fictional on Antarctica; not ideal, but we would’ve made some people unhappy if we were to invent names for said locations.Another issue which came up in the latter part of the design process was a scaling issue between the geographical points, and the background image.
- How does it feel now the map is done?
Garrett: Ah the word ‘done’! Is it really done? Definitely not. But I guess that’s the beauty of it, in that it’s not just a map that we put back on our shelves and move on to the next one. We gave birth to it, now we have to raise it, together with our players.The best way to talk about this experience is through this analogy. Think of the Antarctica map as a Dorado baby, with Lunar being the father since he came up with the concept, I’m the mother since I delivered it, and Paul being the midwife since I couldn’t have done it without his help and guidance. Now that the ‘baby’ is born, now comes the nurturing phase, in which we will have to constantly keep an eye out on any improvements we can make, feedback to receive and changes to be implemented. In other words, only the first part is done. But, it was a blast working on the map and I sincerely hope it will be received well! Is it perfect, definitely not! Is it good? You tell me!
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