Echoes From the Warp: Map Design — Part I
May 2023·pp. 14–17
THE SHORT VERSION
Duncan Waugh explains how early first-person-shooter levels informed Boarding Actions map design. Layouts should capture a setting’s feel while posing varied tactical problems, with movement flow revealing how doors and corners change the effective distance between positions. Meaningful alternative routes, purposeful focal points and testing the first three turns from every entry zone help prevent dead areas or funnels that remove player agency.
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Find this article in White Dwarf 488, pp. 14–17.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.