Anonymous
10/31/2025, 3:57:52 AM
No.544718214
>>544717957
Prisoner
>"Prisoner, again we remade it at Certain Affinity, and I have a new found respect for it as a result. I remember back in the day I was not a huge fan of it because I found the excessive verticality to be kind of chaotic. When we remade it and once I had a chance to step back and really understand the layout, then I became much more appreciative of the map. I think that’s kind of key for me. I really have to understand the layout really well to enjoy a map and some maps lend themselves to that better than others." -Max Hoberman
Headlong
>"Headlong was one of the very last maps we made. Warfare got cut. We didn’t have this. We needed more large Big Team Battle maps than we had originally planned for because we thought there was going to be this whole other game. This was also post-Zanzibar where we now had the ability to do these dynamic elements. Headlong was an attempt to design a map with these dynamic elements from the get go. Which mostly ended up being the big beam in the middle, the one you could walk on and it would move and all that -- kind of gimmicky.
>It was kind of fun too. I do have a lot of fond memories around the base structure and a lot of fun vehicle combat. I think the starting structure, the way that you spawn and you all break up and go in different directions, that broke another one of my fundamental rules that the team should start moving in a line and then branch off. There were some things, sort of best practices that weren’t followed that would have made it a stronger map, especially on the attacker side start. If I could do the map over, I would cut that side of the map and redo it and keep the base side of the map more or less intact." -Max Hoberman
Prisoner
>"Prisoner, again we remade it at Certain Affinity, and I have a new found respect for it as a result. I remember back in the day I was not a huge fan of it because I found the excessive verticality to be kind of chaotic. When we remade it and once I had a chance to step back and really understand the layout, then I became much more appreciative of the map. I think that’s kind of key for me. I really have to understand the layout really well to enjoy a map and some maps lend themselves to that better than others." -Max Hoberman
Headlong
>"Headlong was one of the very last maps we made. Warfare got cut. We didn’t have this. We needed more large Big Team Battle maps than we had originally planned for because we thought there was going to be this whole other game. This was also post-Zanzibar where we now had the ability to do these dynamic elements. Headlong was an attempt to design a map with these dynamic elements from the get go. Which mostly ended up being the big beam in the middle, the one you could walk on and it would move and all that -- kind of gimmicky.
>It was kind of fun too. I do have a lot of fond memories around the base structure and a lot of fun vehicle combat. I think the starting structure, the way that you spawn and you all break up and go in different directions, that broke another one of my fundamental rules that the team should start moving in a line and then branch off. There were some things, sort of best practices that weren’t followed that would have made it a stronger map, especially on the attacker side start. If I could do the map over, I would cut that side of the map and redo it and keep the base side of the map more or less intact." -Max Hoberman