In Destiny the developers shared background information about the Crucible in a livestream and presented some concept arts.
Yesterday the last livestream in May took place. In these Twitch broadcasts, various officials along with the community manager DeeJ discussed the development of the game and provided insights into early sketches and designs.
The last livestream focused on the creation of the Crucible maps. For this, the “World Artists” Mick Buckmiller, Coolie Calihan, and Adam Williams were present and had fun with DeeJ in the Crucible.
Ideas and Concepts for the Crucible in Destiny
To ensure that the “Crucible ride” did not become stressful, the developers played in a developer area – that is, without other Guardians. They specifically addressed three PvP maps.
The map “Rusted Lands” was one of the first designs in Destiny. According to DeeJ, this map was one of the first things he saw from Destiny. The setting is supposed to represent an old factory in Russia and allow various playstyles: both melee fighters and snipers will find what they need here. This map is therefore excellent as a “test area” for sandbox tests.
What Guardians cannot see in the Rusted Lands: The map has been changed many times in layout. Numerous revision processes must take place before a PvP map takes its final form.
A major problem was: When the landscape was designed, it was not known exactly how the gameplay mechanics of Destiny would ultimately look. How high can the Guardians jump? Can they even jump? What types of weapons will there be? These are all factors that significantly influence map design.
If you simply place an object in open space, the game changes completely. Can the item be used as cover? Can you jump onto it? The following structure was, for example, integrated late into the Rusted Lands:
The map must not only allow specific gameplay mechanics but also feel good: The atmosphere must fit. The map must not become boring quickly. Therefore, care was always taken to ensure that it allows many possibilities for how it can be played.
Furthermore, an important aspect of landscape design is the creation of landmarks. Guardians must be able to orient themselves by certain objects and communicate these clearly to their team members. After all, communication is essential in various game modes. Another presented map is The Anomaly. This map has a clear structure with a pronounced center. It is mainly a map for close combat – for shotgun battles. Here you will find a variety of technologies from the Golden Age: In developing a PvP map, there is initially a detail-poor concept. Subsequently, the artists think about design elements. Now, many revision steps follow. Bungie has several testers available who intensely test the maps and provide improvement suggestions. In the following image, for example, you can see the note that there are no options to take cover:
The Twilight is a map that has also been revised often. An early concept looked like this: On this map, your parkour skills are put to the test: Those Guardians who can move skillfully have advantages here, for example, to escape enemies. The maps must also take such demands into account.
The number 1 priority for all maps is: They must feel great.
You can see more concept arts below. We embed the entire stream:
What do you think of this background information?
These were the previous streams:







