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MAP & ENVIRONMENT IDEAS

(Important) Concepts Used in This Document

  • TERRAIN: Everything modeled in the world, including both the playable area (map) and the non-playable area (decoration).
  • MAP: Everything WITHIN the traversable boundaries, meaning the entire playable area where players can move.
  • DECORATIONS: Everything OUTSIDE the traversable boundaries. These are primarily decorative elements designed to enhance player immersion within the playable area (map).

  • Shape of the TERRAIN:
    Oval (general structure similar to "Moo Moo Meadows" from Mario Kart).

  • Size of the TERRAIN:
    Approx. 840m x 740m (Keep in mind that the vast majority consists of non-playable decorative areas, designed to be visible from the center, which is the playable area).

  • Size of the MAP:
    Approx. 240m x 200m (We can adjust this as needed during development).

  • Shrinking Safe Zone (Sandstorm): Works similarly to Fortnite’s storm.

NON-PLAYABLE AREA STRUCTURE (Decorations)

This area defines the boundaries between where players can and cannot be (going outside results in elimination).

Since the map is set in a village-like environment, the playable boundaries would include elements such as:

  • Dense forests (vegetation typical of Spain’s climate).
  • Rocky cliffs.
  • Fields with different crops (possibly with farms?).
  • Mountains (e.g., Sant Pere Màrtir, the one in front of the school).
  • Water (for example, a river with a strong current or broken bridge(s) preventing players from crossing).

PLAYABLE AREA STRUCTURE (Map)

It is divided into three main themes:

STRUCTURE OF THE VILLAGE/RURAL AREA

  • Open layout with no streets or clutter, featuring scattered houses at different angles (similar to islands).
  • A "very typical Spanish" village style, but not overly spectacular (best references: Castilla-La Mancha, Extremadura, Lleida, inland Valencia).
  • Large plazas connected to each other, featuring markets, bar terraces, and fountains—creating a sense of openness while maintaining the village feel.
  • "Building-Structures" that instantly eliminate players upon entry (bingo hall, hospital, retirement home, etc.).
  • Awnings, balconies, and elevated structures for atmosphere, without blocking paths.
  • Frequent but avoidable traps (wells, cemeteries, fragile floors, explosive elements, etc.).

STRUCTURE OF THE INTERMEDIATE/MIXED AREA

  • More open and with fewer obstacles to encourage combat and chases.
  • A significantly higher number of run-down or abandoned structures.
  • More elevation changes in the terrain.
  • Ideal for large-scale battles and quick maneuvers.
  • Features elements from both adjacent areas, acting as a transition zone.
  • Possible interactive elements (overturned market stalls, abandoned cars, makeshift structures).
  • Ramps, unstable platforms, and dynamic structures.
  • Possible idea: the train (PUTA RENFE).

SOLUTIONS TO AVOID NARROW STREETS IN THE VILLAGE AREA AND MAKE IT MORE SPACIOUS

  1. Open spaces with scattered layout

  2. Instead of arranging houses like in a real village (aligned in streets), we can distribute them more chaotically, with wide gaps between them.

  3. Houses can be rotated at different angles or placed in irregular groups, avoiding straight lines.
  4. Partial or ruined structures

  5. Some houses can be half-built or collapsed, leaving large open spaces.

  6. Fallen walls, collapsed roofs, or incomplete structures can create a village-like aesthetic without boxing in players.
  7. Floating or elevated decorative elements

  8. We can add market awnings, streetlights, or hanging banners to create a village feel without blocking movement.

  9. Some houses could be elevated on pillars, allowing players to pass underneath without forming narrow corridors.
  10. Large interconnected plazas

  11. Instead of streets, the village can consist of several large plazas linked together.

  12. Each plaza can have its own theme and specific traps.
  13. Scattered houses as standalone obstacles in a rural setting

  14. Houses can be surrounded by open terrain and dirt paths instead of forming a dense block of buildings.

  15. This would make the area feel more like a dispersed village rather than a compact town.

FUN IDEAS / ADDING DYNAMISM TO THE MAP

PROPS

  • Park benches or bar chairs that break when run over. (light props)
  • Vertical store awnings that players can pass through like a curtain (but slow them down slightly).
  • Horizontal store awnings (or bar umbrellas) that players can bounce off if they drive over them (reference: Fortnite).
  • Garbage containers that can roll and temporarily block paths. (medium props)
  • Cement bags in the construction zone that, when shot, release a dust cloud blocking visibility (like a smoke grenade).
  • A fountain in the plaza that, if a car falls into it, launches the player into the air like a geyser, sending them back to the track with a random spin.
  • Fake wells in the plaza: They look like normal wells or manholes, but when stepped on, they collapse, causing the player to fall (either as a temporary TP or permanently eliminating them).
  • Unstable scaffolding: If a player crashes into a poorly placed scaffolding pillar, it wobbles and can fall onto nearby players.
  • Fallen construction cables/electric hazards: If touched, they electrocute the player, causing their car to move erratically for 2 seconds (e.g., reversing left and right controls).
  • Paint buckets in the construction zone: 2 possible effects:
  • If hit, they spill and create a slippery area of a random color.
  • If hit, they cover the player's screen for a few seconds (reference: Blooper MK).

  • "Deaf Grandpa's Radio" Somewhere on the map, there's an old radio. If a player crashes into it, it starts blasting old-town music (jotas, pasodobles, radio teletaxi, etc.) at full volume, momentarily stunning the player (reference -> Engineer from PVZ GW) or revealing their location to other players.

OTHER EXTRA ELEMENTS

  • Signs with phrases like "Construction sites are for watching, not touching" or "Warning: Elders behind the wheel."
  • Crosswalks with funny cane drawings on the ground.
  • Traffic lights in the construction zone that malfunction (changing incorrectly).
  • A platform in the construction zone that moves up and down with a construction elevator.
  • Conveyor belts in a construction area that automatically move players if they step on them.
  • Some ramps made of wooden planks that collapse after being used a couple of times.
  • Secret passageways inside some town houses that allow shortcuts or ambushes, possibly featuring TPs, visually indicated in some way.
  • Fruit truck (e.g., watermelons): A truck suddenly passes by and loses part of its cargo, filling the street with rolling watermelons that bounce and hit cars.
  • Traffic signs that, instead of being destroyed/pushed when hit, spin around on impact.
  • Automatic garage doors (in some town houses) that randomly open and close, allowing or blocking shortcuts.
  • Drawbridge in the construction zone: Activates after some time, blocking access and forcing players to find another route. (There must always be an alternative path to avoid trapping players.)

"DYNAMIC EVENTS" THAT OCCUR IN THE MAP

(One different event per match, making each game feel unique!)

"Misa" (Town Area)

  • Suddenly, the church doors swing open, and a group of elderly NPCs slowly walks out into the plaza, blocking the path.
  • If players run into them, they bounce off as if they were made of rubber (for a comedic effect).
  • After a few seconds, the elders scatter and enter nearby houses.

"Market Day" (Town Area)

  • More market stalls than usual appear, taking up extra space.
  • Some stalls may suddenly collapse, spilling crates onto the road.
  • Scattered items (like bananas in MK) can make vehicles skid.

"Construction Explosion" (Construction Area)

  • At a certain moment, a building under construction partially collapses (or explodes), sending debris across the map.
  • The falling rubble dynamically changes the track, blocking some paths while opening new ones.

Train Idea for the Map

As in many towns (at least in Catalonia), there's often a train track running through the area, usually with little protection around it (unlike in cities).

How It Works
  • In the central area of the map, there is a train track (1 or 2 rails). The track could be straight or slightly curved to allow players to anticipate its path.
  • There are small bridges or elevated crossings that let players safely cross the tracks.
  • If a player is hit by the train—even by just 1mm—they are immediately eliminated. (Reference: Jewel Junction from PVZ Garden Warfare)
  • The train passes randomly within certain time intervals (e.g., every 30-45 seconds).
  • The train moves fast enough that players don't have time to dodge it at the last second.
  • Warning lights and train sounds will alert players a few seconds before the train arrives.
Possible Variations / Additional Ideas
  • Double Train: Sometimes, a second train can appear traveling in the opposite direction, catching players off guard who thought they were safe, potentially covering both tracks (if there are 2 rails).
  • Freight Trains: Some trains may carry containers with cargo, which could be either negative (dealing damage or pushing players) or positive (e.g., power-ups).
  • Suction Effect: The train could generate a small gust of wind that slightly pushes nearby players, destabilizing them.