A recent design term I learned about multiplayer level design is the word ‘fiction’ by watching an ex-employee of Advanced Warfare. He went into an empty match of all of the levels he made and talked about the design history and development process behind it, and one of the words that stuck was fiction as it fostered the design of the level by providing a sense of style and theme of the map.
Hydro’s fiction was a dam with like a run off water route in the middle with a road that went through the dam. I obviously wanted to keep this fiction, so the areas I added would match.
For the top lane, the curved 90 degree turn gave a sense of it being a large pipe or underground area that would possibly be seen at a dam. The large blockers in the top lane before that curve could act as generators and it being a generator room that powered on the fans or allowed the water event to happen.
For the bottom lane, the giant red crane acts as a blocker for the head glitching spot I talked about before, but also acts as a reason for the smaller building to be there. I was thinking of that building to be a sort of “window washer” type thing that you would see on skyscrapers. I originally had it connected to the dam itself with the crane just being a giant pillar, but it looked off. I think the second iteration of that area was much better than the first as it fit the fiction better and allowed for more counter play to the tight quarters the map was.