"Nessus" is a Destiny 2 Inspired Map for the PvP Gambit Game Mode, set on the Centaur minor planet, 7066 Nessus.
Combatants must compete to fight against the Minions of Darkness. The team to defeat the primeval first, wins.
Fight. Collect. Bank. Invade.
Role
Duration
Solo Project
2 Days
Tools
Unreal Engine 5
Thematics
References
Getting the Initial Feel
Initial Blockout
Initial Thoughts on For Map
Initial Blockout - General Shape Rough Outs
When I first started imagining the map, I quickly thought out different patterns in current Destiny Gambit Maps, finding the following usually occuring:
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3 Main Enemy Fronts
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2 Exterior Places + 1 Interior
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Verticality to give Attackers advantage while invading
During initial blockout I focused on getting the rough geometry down and honing in the general play space for the game.
I aimed to also place in rudimentary thematics utilizing sparse foliage and geometric shapes similar to my reference points from how the Nessus Planet is within Destiny 2.
Mapping Out Zones
Paper Maps
I created 3 different abilities the player with varying purposes that would aid a player in a combat encounter with the three abilities representing the ability to: block, attack, and evade.
Guide Map
Area 1 - Defender Spawn
Spawn & Backfield
Spawn + Backfield Screenshots
The spawn area and backfield are the main grounds for the players on a team to spawn, deposit motes and fight the primeval and blockers.
In this space I wanted to keep the spawn area itself more secluded and slowly open up from a cavernous ruin to the open layout of the play space to create a separation of environment.
The center of the backfield where the bank and invasion portal area located are elevated and surrounded by pillars to allow players some semblance of cover from enemies in an otherwise wide-open combat space.
Spawn + Backfield
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Safe Zones (Spawn)
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Deposit Motes
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Fight Blockers and the Primeval
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Defend Bank from Blockers
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Open Combat + Covers
Area 2 - CQC
Ruins
Ruins Screenshots
The Ruins is a more interior-based space, focused on more close-quartered combat.
I wanted to create a sense of tension in this space not only with the normal enemies but from the PvP as well. The Attacker's Spawn puts them at a vantage point, allowing them to feel like a powerhouse against the defending 3-man team, balancing the 1 v 3 dynamic.
Ruins
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Close-Quartered Combat (CQC)
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Verticality
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Vantage Points for the Attacker
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Covers for Defending Team
Area 3 - Open Combat Space
Temple
Temple Screenshots
The Temple is a more open area for fighting, with similar structure to the Backfield, but having more cover for defenders and vantage points for the attacker, respectively, to intensify combat.
Temple
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Open-Area Combat + Covers
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Windows into Ruins
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Vantage Points for Attacker
Thematics
Pond
Pond Screenshots
The Pond is a more organic exterior, compared to the Temple and Ruins. Covered in foliage, water, and varying verticality based on the rockiness of the space, players must jump around and always check their surroundings to beware of enemies or enemy attackers hiding around.
Pond
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Lower-Vision Open Area
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Verticality & Terrain Changes
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Hiding in Foliage