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Bridge

A bridge surrounded by waterfalls and cliffsides. Many paths lead to this bridge usually resulting in swords clashing and arrows flying. This map focuses primarily on dueling and high mobility. A fan favorite and a staple map for Bushi. 

Block Out

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01

Waterfall Bridge Concept

I was inspired by the idea of martial art combat staged atop a bridge overlooking a waterfall. One reference I used primarily was Shirakumo Waterfall by Shotei Takahashi. The reference perfectly fit the idea I had for Bridge.

The blockout phase took one week to finish. The bridge was the primary area for combat. I wanted to make sure that there were multiple areas for combat. Making the bottom of the bridge an area for players to use their parkour was a challenge but turned out great.

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02

Bridge Combat

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03

Dueling Focus

This map is the smallest of the three maps. The map is intended for dueling and quick combat encounters. The map also features extensive wall running and wall climbing opportunities via the rock faces. 

Initial Construction

04

Cliffs & Waterfall

The waterfall and the bridge are the main focal points for this map. I prioritized making the cliffside and waterfall first since it acts as the boundaries for the map. 

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05

Map Improvements 

I added trees, buildings, and platforms throughout the map to improve the overall look and feel of the map. The underside of the bridge was also improved upon after extensive playtesting. Adding more platforms for players to stand on was the main feedback for the map. 

06

Background Environment

Since the waterfall was one focal point for the map, I knew I had to make the opposite side look good as well. The background environment consists of rolling mountains and a river snaking its way through the valley. 

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Final Pass

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07

Final Improvements 

The final step in the process was overhauling the lighting and making changes to the map based on player feedback. 

08

Parkour

This map has the most parkour opportunities. The rock formation surrounding the bridge can be used for wall running. This was achieved by creating blocking volumes with conjunction with tags that are linked to scripts that allow for wall running. 

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09

Under the Bridge

Further playtesting showed that players wanted to have duels at the bottom of the bridge. To accommodate for this, I added rock platforms at the bottom of the river. 

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