If you’ve been keeping up with the blog (or if you’ve played ROBLOX Battle lately), you’ll have undoubtedly noticed major changes being made to one of our flagship titles. We’ve been updating and enhancing ROBLOX Battle to become a much deeper and more intuitive game. In our first part of the Building ROBLOX Battle series, we talked about how ROBLOX developers spent a ton of time enhancing gameplay by adding new modes, weapons, and much more. Today, we got the chance to sit down and talk with stickmasterluke about designing the new maps in ROBLOX Battle and some of the challenges of creating beautiful and balanced levels.
When we decided, for sure, that we wanted to revamp ROBLOX Battle a few months back, Sorcus made the suggestion of having a cycle of levels instead of just letting Crossroads become the staple level of ROBLOX Battle (even though it still sort of is). I was tasked with creating and building these new levels, and knew this early on that it would be no small task. Starting entirely from scratch (and some detailed notes I took from Crossroads), I started building.
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