architectural environment artist on background buildings: trib6298
props made by ViroWo
vehicle assets by NickEtr
minor asset contributions from members of the Deadline community
level design, assembly, environment art: gravitydefier
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Play Deadline and Sandstorm here - https://www.roblox.com/games/3837841034/0-23-3-Deadline
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Original assignment being to revamp the old "Claustrophobic" map, I ended up tossing out the 4-corners layout it offered in favor of a unique, more linear design. I wanted to match the aesthetics of the map Shipment but design the level with a higher degree of attention. Having a prop pipeline also meant that we could stock the interiors and create those very intense moments among towering shelves. The decision to fill the map with sand (and have it therefore be "sandstorm") along with raising sections of warehousing's foundations to truck-loading height was to try and improve the sense of verticality/Z axis navigation. Deadline is a slower-paced game where the positioning of your body and weapon are critical, so having subtle slopes and curves in the outside terrain makes it feel a lot better to wiggle around and have prone firefights. Lots of cover was also essential, making sure players always have options on screen for routes, cover, and power positions. Both ends of the map are raised above the general playspace giving players the high ground out of spawn, with banners and signage used heavily to break up sightlines covering spawn exits.