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Here is an approximate layout of the first combat encounter.
1st combat encounter layout.
The use of multiple entrances in each room and corridor allows for flanking, encouraging the player to move about, facilitating a “cat and mouse” situation. Combat encounters going forward follow this design principle as much as possible.
Breakable windows like these allow players and npcs to attack through them, but not easily cross over them. Only the player can jump through them, giving them extra options for flanking.
To prevent obvious, “gamey” cover, office cubicles, furniture or pillars are placed both as cover and in a way that would make it seem like it would make sense in an office space, while still complementing combat.
Waist high cubicles not only provide good cover, but contain breakable glass and physics props. Chaotic combat sends them flying, making for a fun environment to fight in.
https://youtu.be/e59nAkIb4ZQ?si=mFfAsOl7tmP8MuNJ
This lobby area is the final firefight of the mappack. Introducing it to the player first in a safe environment helps in giving some advantage to the player, as they get used to the layout first before having to engage in it.
Note the elevations on the side, with rooms to go into. These facilitate combatants to dart between closed and open areas, as they scramble to gain an advantage in the firefight.
The areas on the side of the lobby are detailed with some eyecandy, such as an exhibit, to encourage the player to explore them.
Here is an approximate layout of the lobby, showing both the 1st and 2nd floor, during the combat encounter.
https://youtu.be/fA5ObafAIuY?si=w6yQzuU70kCNUH_u
Parking lots naturally make for fun firefights while maintaining a sense of verisimilitude. The cars, dividers and pillars make for good cover, and the open layouts of parking lots allow for flanking maneuvers.
https://youtu.be/Wfn-HJ7lql8?si=y1UlT_qUVykDyLCc
Map 2 starts with a lobby-like area, that the player will eventually loop back to. This allows the creation of 2 separate combat encounters to happen here.
Reusing space helps to create new encounters and gives a sense of non-linearity.
Here is an approximate layout of the lobby, showing the 1st and 2nd encounter.