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Legion TD 2 - 2v2 Map: Crystal Coast v1 (March 2018), v2 (July 2021)

The map before I joined: https://www.kickstarter.com/projects/autoattack/legion-td-2
Crystal Coast v1 (March 2018): https://store.steampowered.com/news/app/469600/view/5153763150562534729
Crystal Coast v2 (July 2021): https://store.steampowered.com/news/app/469600?emclan=103582791454565167&emgid=3005571940064349096

This was my first time making any sort of a map or environment props, and my first time learning Unity Editor (Our programmer/designer, thanks Lisk!). Some of the textures and foliage are premade store-bought from the Unity store, and the rest are made by me in Maya/3D Coat/Photoshop. I got to polish the map v2 in July 2021 before launching the game in collaboration with Lisk. We were able to add new features and VFX and props.

Before I joined the team. Map was made by Lisk with the same layout of H-shaped lanes, which is exactly how the original LTD was as a mod (Lisk is the maker of the original mod too). Art assets provided by IronBelly Studios.

Before I joined the team. Map was made by Lisk with the same layout of H-shaped lanes, which is exactly how the original LTD was as a mod (Lisk is the maker of the original mod too). Art assets provided by IronBelly Studios.

I've never made a map, nor touched Unity Editor in my life so this was an ambitious challenge. Also, this was one of the first tasks I got since joining the team.

I've never made a map, nor touched Unity Editor in my life so this was an ambitious challenge. Also, this was one of the first tasks I got since joining the team.

I pushed for this pitch to make the map Y-shape instead of H-shape because the travel path didn't make sense to me. Top-to-bottom simplicity.

I pushed for this pitch to make the map Y-shape instead of H-shape because the travel path didn't make sense to me. Top-to-bottom simplicity.

Super simple concept sketch painted over a top-down screenshot. I always thought summoned Mercenaries should be more visible so I pushed for putting it up by the individual's lane. Old merc area was filled with a point of interest which is the crystal

Super simple concept sketch painted over a top-down screenshot. I always thought summoned Mercenaries should be more visible so I pushed for putting it up by the individual's lane. Old merc area was filled with a point of interest which is the crystal

This grid was given to me from the game designer; Lisk and Jules. I imported the grid on a flat grid in Unity and started making the terrain. The map needed to follow this grid exactly or characters will walk through walls.

This grid was given to me from the game designer; Lisk and Jules. I imported the grid on a flat grid in Unity and started making the terrain. The map needed to follow this grid exactly or characters will walk through walls.

Moodboard for inspo collection (some are my own paintings) for the 2v2 map. I wanted it to feel like the base map/default map to play, so a lush forest and water seemed make sense.

Moodboard for inspo collection (some are my own paintings) for the 2v2 map. I wanted it to feel like the base map/default map to play, so a lush forest and water seemed make sense.

Briefly explored an idea of X-shape mythium mines. Bottom area was where the old mercenaries used to be summoned before attacking, but it was way too far from your own lane to even look at it.
HUD was updated too since.

Briefly explored an idea of X-shape mythium mines. Bottom area was where the old mercenaries used to be summoned before attacking, but it was way too far from your own lane to even look at it.
HUD was updated too since.

Ended up simplifying by alot because we didn't have any animator or VFX artist.

Ended up simplifying by alot because we didn't have any animator or VFX artist.

Sketch for the throneroom, where the Kings wait. I wanted it to look a hybrid mix of fantasy and sci-fi.

Sketch for the throneroom, where the Kings wait. I wanted it to look a hybrid mix of fantasy and sci-fi.

I like to evolve the concept by drawing on my own 3D models to get the shapes just right.

I like to evolve the concept by drawing on my own 3D models to get the shapes just right.

WIP King throneroom, making sure this place looks the most epic.

WIP King throneroom, making sure this place looks the most epic.

Example of a handpainted texture for the throneroom.

Example of a handpainted texture for the throneroom.

I would use store-bought props like the house and walls as placeholders, then update them with my custom model/textures when I had time.

I would use store-bought props like the house and walls as placeholders, then update them with my custom model/textures when I had time.

In July 2021, we had a chance to tweak and polish our maps before launching the game in October 2021. Collaboration with Lisk.

In July 2021, we had a chance to tweak and polish our maps before launching the game in October 2021. Collaboration with Lisk.

Closer look at each team's area

Closer look at each team's area

A player's lane, closer. Hexagons on the walls are where monuments can be displayed, which was a new feature.

A player's lane, closer. Hexagons on the walls are where monuments can be displayed, which was a new feature.

A large sword symbol on the teleport pad glows red, hinting that this is where the attackers (mercenaries) are prepared for attack.

A large sword symbol on the teleport pad glows red, hinting that this is where the attackers (mercenaries) are prepared for attack.

Two of the tricky things were lighting and shaders. Ours used to be so blue that the units looked the same. Even the reddest didn't feel red, so I pitched an idea inspired from Dota 2 to make the night lighting less harsh.

Two of the tricky things were lighting and shaders. Ours used to be so blue that the units looked the same. Even the reddest didn't feel red, so I pitched an idea inspired from Dota 2 to make the night lighting less harsh.

I taught myself to paint repeating textures. I wasn't happy with a store-bought texture in v1 map because it was so "loud". I also learned to mix various textures in Unity.

I taught myself to paint repeating textures. I wasn't happy with a store-bought texture in v1 map because it was so "loud". I also learned to mix various textures in Unity.

Build phase (Night). The vignette was added artificially

Build phase (Night). The vignette was added artificially

Battle phase (Day). The vignette was added artificially

Battle phase (Day). The vignette was added artificially