RipTen - Building and balancing multiplayer maps is hard. It’s even harder when you have to do it for the biggest video game franchise in the world and are expected to pump out high quality map packs after release.
So, just how does Treyarch manage to get it done with a game as big as Call of Duty: Black Ops?
We sat down with design director David “Von” Vonderhaar to find out:
The video on Black Ops 1 shows some separate rooms, assets, and other features which exist outside of the boundary of the game.
From DownSights: "Black Ops is not Black Ops without Nuketown. Following the tradition of releasing Nuketown for Black Ops games, the new Black Ops Cold War game also offers a revamped Nuketown called Nuketown '84.
Nuketown '84 has the same dimensions and map layout except for the aesthetics. The map's aesthetics have changed to fit the 80s theme, with destroyed buildings and graffiti-filled walls compared to a clean 50s suburban neighborhood seen in Black Ops 1."
Jacob writes: "What do we have with the original Call of Duty: Black Ops? Quite simply, one of the best Call of Duty titles of all time."
Treyarch did an awesome job in WaW. Black Ops maps were TERRIBLE though.
I heard Escalation was ok?
"Treyarch Explains How They Build and Balance Multiplayer Maps"
I hope they figure it out.
In what parallel Universe have they figured out how to do this because it obviously isn't this one.
I laughted alittle when I heard Treyarch and balance used in the same line.