Me and my artist agreed on an office theme at the start of development and stuck to it. We chose this theme mostly because it would fit well with the reuse of assets but also because it’s not something often seen in FPS games.
The middle section of the level stayed fairly similar throughout development except for the addition of an extra floor and many different blocking placements. Being the place where most players will face off I wanted it be readable, spacious but also provide good cover and give players several options when moving through the area. The bases went through three major iterations where I worked mostly on improving the flow of gameplay. We developed with lots of playtesting and this helped a lot when testing out different layouts of the bases. Ranging from being to direct to feeling maze like, I believe the final iteration is a nice blend between the two extremes.
There are three main paths from spawn location, one going straight to flag defence, one straight into the main hall and one that leads to the top floor with the safest flanking route. Since the map allows the player to often change route, the optimal path varies depending on where the combat is currently raging. The top route from the spawn room is often the safest and fastest path into enemy base, provided the player is using the translocator. The route into and through the main hall has very high threat as enemies can come from any direction. Defending the flag is not easy either as enemies can come from three directions.