Sledgehammer reveals its formula for making great Call Of Duty maps
Speaking exclusively to us in X-ONE 115, Sledgehammer co-founder MICHAEL CONDREY revealed to us that he thinks his team has found the best possible formula for making multplayer maps in CALL OF DUTY: ADVANCED WARFARE.
Having looked at successful maps from the past it was clear that a three-lane approach always brought the best balance of excitement and space.
“We started on map designs that we found to be the most fun and engaging in Call Of Duty history, and those were the small-to-medium, quick to engagement, three-lane designed maps,” Condrey told us. “All of a sudden, with the addition of boost, you realise you have to find a way to extend that design vertically. And that’s been a fun process for us.”
With the addition of the Exo suits though it wasn’t quite that simple as players who got to the top of buildings first started getting the advantage fast. Sledgehammer has spent a lot of time testing and tweaking the maps to get the balance right.
“Sightlines were too long, you could see too many of the spawn points and it really just became a race to the highest ground,” revealed Condrey. “And so we spent the last three years refining our map design, staying true to the three lane design principle and then extending those three lanes vertically.”
You can read masses more from Michael Condrey on CALL OF DUTY: ADVANCED WARFARE as well as our own multiplayer impressions in X-ONE 115 on sale now