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Tanks Blitz. Mars. Level Design.

Mars is a multiplayer vehicle combat map for Tanks Blitz, built around the remains of a ruined Soviet dome buried under sand. Most of the architecture and living spaces are partially covered, but still visible, creating a mix of exposed desert terrain and enclosed urban combat inside the dome.

The main gameplay idea is built around the dome boundary and its destructible glass. The glass changes the usual combat rules: it reduces shell penetration power and slightly masks vehicles behind it, turning the dome surface into an important tactical layer rather than just a visual element.

Globally, the map is divided into two major spaces: the outside area around the dome and the interior of the dome itself. Players positioned on the elevated terrain outside the dome can gain an advantage in positional combat and control key lines of fire. At the same time, players inside the dome can use the internal routes to maneuver, reposition quickly and surprise opponents with flanking attacks from unexpected angles.

I was the owner of this map from the initial idea to release. My responsibilities included developing the core concept, designing the layout, creating the blockout, defining route structure, combat flow, cover placement and firing lines. I worked closely with the art team on a daily basis to make sure the final environment preserved the gameplay intention of the blockout, maintained combat readability, and supported the intended experience for different vehicle classes. I also supervised the map throughout production, reviewed changes, provided feedback, and helped guide the map through iteration until its final release.

Blockout playtest