World Design

General overview
The game will feature an environment for the players to walk around in and play the game
 * a 300*300 meter map
 * Players can make strategic choices on where and how to defend
 * There is no day night cycle!

World creation
There is a relatively simple system in place to create worlds, we put an order for a level at the Houdini team to generate a level, in this request we specify what the landscape will include and how it should be played (intended game style for the level). Once they deliver the map we will start testing for the intended design and make small iterations to make the player experience as good as possible.

Iterative process
The Art department will deliver block out models asap and Houdini will use those to generate their maps, once a version has been developed it needs to go back and forth between Design and Art to get a good balance between good looking and functional.

Strategic choices
Players will be confronted with a constant stream of strategic choices that they will have to make, the most important ones will be explained down below. Aside from that resources will generate in groups for adding choices where to build your base, they will be scarcely scattered throughout the map but the bulk will be in concentrated areas.

Chunks (images out of date)
Since the world is 300*300 meters we split them up into 4 chunks of 150*150 meters, we decided for this as we can then test and artify every chunk individually to get very bite-size development cycles. It will also help for scope, we can make close estimations for each chunk how much time it will take to fully develop it. With a system like this, we can easily cut out chunks swap them around and still get a unique map.

Flatland
In flatland tiles the player will have very little to no elevation edges, he will have to use the natural rock formations to help him defend. These tiles will feature a high quantity of resources.

Mountain/Hill chunk
These chunks will feature more elevation, they can give the player a natural way of scouting as he has the high ground. They vary in resources, some tile might give the player a high quantity of resources whilst some others are very scarce.

Natural Corner
Natural corner chunks will feature a very defendable strongpoint, they will, however, be located on a corner tile of the map and therefore are quite zoned off the map this limiting their scouting potential and resource options.

Canyon
Canyons will feature corridor style chunks they will be very dependable if you have enough resources to block an entrance. They will feature very little resources and a high chance of having an enemy spawner nearby.