I had originally sketched out Runoff about a year ago but due to time constraints we had to cut it from the main game. So, after we had finished the main game and started talking about DLC I opened up Runoff to see if it would play well. A lot of changes had gone into the main game in a year and I was wondering if Runoff would hold up.
Runoff was an experiment to try and make a small map but still allow Titans enough pathing options so that they don’t feel constrained or limited. The core concept of the level is multiple layers of paths: concrete canals filled with water and trash below, and upper levels that are cleaner and more industrial. I thought the canals would be cool for Titans to fight in, with Pilots able to jump across them. I also set out to make more choke points in the level, something that is pretty hard to do in our game, at least for Pilots with their enhanced mobility.
At the heart of Runoff are three main buildings. The largest is the main building housing two large inlet tubes in the center of it. The others are all connected with sky-bridges and running billboards. The trench below these buildings is the central artery of the entire map. If your Titan falls down into these trenches, you will have to travel back to either end of the map to find a ramp back up. The trenches also serve to help you escape quickly when your Titan gets into an unwinnable fight.
In CTF, the flag bases are located at either end of the main trench path. As a pilot you can use this trench to move between flags very quickly.
In Hardpoint, B is the only point which can be captured directly by a Titan but both A and C allow a Titan to see and shoot into them–have your auto Titan provide cover while you capture!
Runoff ends up being a pretty fun level that plays very differently in each game mode. You’ll find yourself using different areas of the map depending on what you choose.
Geoff Smith, Designer