PALADINS SIEGE MAP

RIVERMOUTH

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Rivermouth is a unique Paladins Siege map that I designed with the intention of providing players with an immersive and challenging experience. Inspired by the design principles of the Paladins Team, I wanted to create a map that was not only aesthetically pleasing but also strategically diverse. The centerpiece of the map is a control point surrounded by water, which forces players to navigate their way around the edges of the map or swim across to reach it. This element adds a new level of challenge to the gameplay and forces players to be more strategic in their approach.

To add to the map's strategic diversity, I created a variety of offshoot paths that lead players to different points on the map. These paths offer flanking opportunities that can be used to surprise the enemy team or escape combat to recover. Additionally, the paths provide different vantage points that cater to different playstyles and hero abilities. The map's design also includes a range of verticality elements that add depth to the gameplay, allowing players to use different approaches to gain the upper hand in combat.

Through extensive playtesting and iteration, I ensured that the map's metrics were maintained and that it provided an engaging and enjoyable experience for players.

Overall, Rivermouth is a symmetrical Paladins Siege map that offers a unique and immersive gameplay experience that is sure to challenge and excite players.

Designing the level

When creating this map, my main focus was to develop a unique story and location that would fit seamlessly into Paladins Realm. This not only provided a purpose for the map, but also allowed me to design the environment around it. To ensure the best gameplay experience, I aimed to give players an intentional view of their control point from the start of the match, as well as multiple accessible directions towards the center of the map.

I spent a lot of time testing and iterating upon the placement of buildings and structures to maintain balanced gameplay metrics. I also added varying degrees of verticality throughout the map to provide exciting combat moments and opportunities for players to utilize different Paladin Heroes' abilities.

Additionally, I took into account the unique aspects of the Paladins gameplay mechanics, such as the use of mounts, and ensured that the map could accommodate these mechanics in a smooth and engaging way. Overall, my goal was to create a dynamic and well-balanced map that would provide players with a memorable gameplay experience