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Tabula Rasa 'Sanctus Grotto' Instance Developer Retrospective 02

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Another change we decided on was to make the instance end near the entrance ¨C basically create a large circular flow. The original layout brought players farther and farther away from the start of the instance, so that when they finished they would have to turn around and run all the way back through empty regions. Placing a teleport at the end of the instance didnĄŻt seem to fit visually or fictionally, so the decision was made to change the flow of the map so that it was more circular. When players finished the instance they would be very close to where they began. This would require a total rework of the remaining two thirds of the map, which was a daunting task to say the least.

Once the decision was made to make such dramatic changes, it opened up numerous other possibilities. If I was going to basically rework the entire level, why not add more content? The theme of the level was that the Bane were searching for an Eloh relic in the area but had yet to find it. The AFS had little more to go on, but they knew it was imperative that they reached it before the Bane did. I knew ruins were going to have to figure into the overall design to support the idea of excavations, but I wanted to do something unique with them. I had plenty of inspiration to draw from because incidentally I had just finished working on another game which is all about ruins. After some consideration, it made sense to create a large outdoor area of Forean ruins and have Thrax roaming around excavating artifacts. This was a significant departure from the original design which was set entirely underground.

There were Warnets in the original design so I thought about ways of incorporating them into the map. One question that kept popping into my head was what prevented the Bane from finding the artifact? What challenges had they encountered? I liked the idea that the Bane had accidentally disturbed a large nest of Warnets during their excavations and that they were suddenly in an all out war with them. To support that idea I created a vast underground region of caverns to serve as a hive. To make the hive feel different, I made the entrance something that you would fall into, not walk into like traditional cave entrance.

I also wanted to inject some sort of jumping element into the map. After some thought, I finally came up with an idea that I liked. In one section of the map players must make a carefully timed jump in order to reach the entrance to a secret underground area. To heighten the drama I made the jump distance such that players just barely made it.

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