The level design initial blockout I created for my areas in the Coral Divide. The map was so large that it was 'divided' into 7 sections and their corresponding trench areas around them. We followed a design blueprint created by the AD, Leads and designer. I created my areas mirroring the map yet I had to take creative liberty with large portions of it since the main requirement was multilevel combat. This wasn't experimented with at the time so creating a blockout with each mechanic to capture a base was crucial to testing. I designed the areas scale and distance along with nearby paths for balanced combat and resource gathering. Creating this blockout and designing all these elements were such a blast and having feedback along with constant testing helped make this map fun.
Special thanks to the Lost Boys Team and leadership.