Outlines the player’s emotional progression during a single match, helping to track changes in intensity and mindset over time.
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Stronger weapons are introduced gradually as the match unfolds, allowing each team to gain momentum and shift the balance of power as the round progresses.
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The second row illustrates how player emotions are expected to evolve. As new gear becomes available, one team typically secures greater control of the map, leading to the eventual takeover of the opposing base.
Introduces key elements that will serve as the foundational components of an exterior multiplayer map.
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While future versions of the map will feature mini-bar control points to encourage team-based strategy, this version focuses solely on establishing the core layout and spatial design.
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Each listed asset will include multiple variants to reduce visual repetition and enhance immersion. Notably, different types of buildings will serve as visual anchors across the map. A variety of bar locations, each with a distinct name, will support team coordination by providing clear points of reference when calling out objectives.
Outlined the essential components required for each map. Future levels can experiment with the design, but must still include the features listed in the chart.
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Each zone is clearly named and paired with a short description that defines its purpose and how it contributes to the overall gameplay loop.
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The image offers a quick summary of the map’s structure. Bars act as capture points and help teams secure control of key areas. The Inception is the main win condition, where players must fill a massive drink container with alcohol. One is located in each team’s base. Nearby liquor stores are placed close to spawn points and allow players to purchase new weapons.
Constructed a basic layout to serve as the foundation for the stage.
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The map is completely symmetrical. While this can sometimes be seen as plain, it offers strong competitive balance by giving both teams equal opportunity.
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Blue and red team bases are positioned on opposite ends. Along the way, there are bars represented in pink. Green outlines indicate the capture range for each. Yellow lines show the main roads that connect all key areas. Orange lines depict narrow alleyways, offering alternate routes across the map.
Sketching out a rough concept of what elements could populate the map.
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Since the setting takes place in a city, it makes sense to include assets commonly found in urban environments. Most of these objects are designed to obstruct the player's path, especially when movement becomes impaired due to in-game intoxication. However, they also provide opportunities for cover or temporary concealment when a character is heavily inebriated.
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These assets are currently in a basic state. Given the setting, an exaggerated drinking metropolis called Boozetopia, they will eventually adopt more stylized forms. The art team will design them to reflect a city that embraces drinking culture to an absurd extent. It is also worth noting that placing them in unusual positions around the map may suggest a kind of drinking apocalypse, similar to how BioShock’s Rapture fell into ruin due to unchecked vice and societal collapse.