Collider

Collider


Aug. 2012 // Starhawk Multiplayer

Collider is the larger of the two Cypress levels released in Starhawk 1.03, slotting in between Narrows and Basin on the size chart. Like Origin, Collider uses denser rift placement for the Zones mode, hosting a total of eight rifts.

The collapsed supercollider circling the center of the map was something of a happy accident; due to a communication breakdown I was building the level with no idea that these assets existed until they were sent over in a near-finished state. After the initial shock, I worked with the artists on a few tweaks and was able to integrate them into the layout - the collider ring provided a fantastic (and neat looking!) refuge for troops near the midground, and helped provide a little extra character that this map needed. It only seemed appropriate to name the level after it.

At Starhawk's launch, the multiplayer levels contained a minimal set of weapon pickups to encourage players to supply their own weapons and outposts via the Build & Battle system. I worried that this wouldn't be enough to drive player navigation through the maps; these fears were confirmed when players complained of barren expanses with nothing happening. In response, I placedmuch denser pockets of weapon pickups into the Cypress maps. Players loved the change, more action developed around the new item clusters as expected, and I was able to go back and greatly increase the pickup density in the original maps for the 1.04 update.


© Sony Computer Entertainment America

Collider 2/5 Collider 3/5 Collider 4/5 Collider 5/5

Level Design


Andrew Weldon

Environment Art


Stephen Daniele / Jonathan Lindblom
Jon Galloway

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