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Beyond All Reason 2v2 Map

Shelved · Solo map designer

A custom 14x14 map for the real-time strategy game Beyond All Reason, designed for 2v2 matches. Each team has two corner starts on its own side. Four mountain masses around a central peak leave a north pass and a south pass as the only routes between sides. I developed the layout from a reference image through several minimap concept sketches, and planned an 897x897 heightmap and map config for the game's map pipeline.

PersonalGameModding

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Designing a 2v2 map around two chokepoints

I’ve been playing a lot of Beyond All Reason, so I started planning my own map for it.

Size first. 16x16 is the usual size for 2v2, but I went with 14x14. A slightly tighter map means earlier contact between players and less time sitting back and expanding. In BAR the heightmap size comes from the map size (64 × size + 1), so 14x14 needs an 897×897 heightmap.

Layout. I started from a reference minimap and went through a few sketches before I was happy:

  • Each team gets two corner starts on its own side (west vs east).
  • Four mountain masses sit around the middle with a big central peak among them.
  • Only two open routes cross the map: a north pass and a south pass.

One early version had two rivers crossing in an X through the centre. It looked interesting, but it muddied which side was which and didn’t give me the clean chokepoints I wanted, so I went back to the four-mountain layout.

Why two passes? With only two ways across, holding a pass matters, and a team can fake pressure on one side while committing to the other. Flanking becomes a decision instead of something that just happens.

What’s left. A playable BAR map is more than a heightmap. It also needs metal and grass maps, textures, a mapinfo.lua config, and everything packed into an .sd7 archive. I got as far as the layout and the heightmap plan, and the project is shelved for now. If I pick it back up, the next step is generating the heightmap and placing metal spots.