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Kozlovka; BRM5 Ronograd Openworld Map

Credits:
Architectural environment art: PandaWithNoName
Props and vehicles: ViroWo
Trees and foliage: Florentius https://www.artstation.com/florentius19
Design and assembly: gravitydefier
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Play here - https://www.roblox.com/games/2916899287/Blackhawk-Rescue-Mission-5
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Kozlovka was the first location planned and completed during BRMs Gen 4 Ronograd revamp. In previous game generations, a location called "El Chara" provided players, especially beginners, with a compelling three-part raid involving urban combat, a large building to clear, and a brief wave defense holding that building. It was removed due to its vague middle eastern aesthetics being outside of the maps post-Soviet theme, so that gameplay experience was missing until the addition of Kozlovka.
Taking the same idea of having to cross a sprawling town with a large building to clear, I started designing Kozlovka with a simple 3-approach mentality. As this location would be the testbed for new game mechanics and AI behaviors, including a longer engagement distance for AI, I prioritized incorporating more of the surrounding landmass to create wider sightlines and expand the village's bounds in order to allow more paths in from the sides of the peninsula.
Another new feature was AI spawning behind doors inside of buildings, so I chose to add a collection of houses behind the target compound along with extending the village further out northeast to give AI more chances to spawn and surround the main compound.
Looking back, I'd want to have more buildings with interior as the sense of movement fighting for control of the few interior buildings in the location is its strongest feature. The objectives were also an afterthought, with two of the three objectives on the outskirts of the compound with no real protection.

Orthographic rendered view of Kozlovka

Orthographic rendered view of Kozlovka

First blockout overhead

First blockout overhead

First blockout iteration- terrain still in the awkward 'tundra' phase from El Chara removal

First blockout iteration- terrain still in the awkward 'tundra' phase from El Chara removal

Orange = Buildings with accessible interiors
Red = Key enemy sightlines
Yellow = Gameplay objectives

Orange = Buildings with accessible interiors
Red = Key enemy sightlines
Yellow = Gameplay objectives

El Chara (old) and Kozlovka (revamped) approach options.

El Chara (old) and Kozlovka (revamped) approach options.

int buildings blocked out

int buildings blocked out

Complete! Wonderful buildings made by PandaWithNoName

Complete! Wonderful buildings made by PandaWithNoName