Mitch Foster

1. Unearth
Here is the final walkthrough of the map that showcases all the areas of the map. I talk about the possibilities of both sites with how each team could play them. I forgot to talk about how my design process. I usually think of a special area in my head before sketching the top-down draft of a level. In this case, I thought about the two pillars in mid, the opening (or breakable) door in mid, and the one-person hallway on B-site. The theme also came about when I used an asset bundle for the pipes and looked back on Breeze's variation within VALORANT. Unearth is a map made for a game like VALORANT. This map's theme is a based on covert jungle hideout hidden with radianite storage.Â
  I wanted this map to feel like the operator can be used in multiple locations, but can be countered with good utility as well, so the defenders can have a chance if they want to put in the effort. The mid-area is a good place to lurk, but not to rush with the whole team unless there is a tactical plan in mind that can cover other areas.
  This sketch is the first iteration of the map, the basic layout stayed the same, but with additional changes to the height of some access point/chokes.Â