Goal: Create three different combat spaces with porous boundaries and explore the different types (high/low) of covers.
What I learned:
- Creating engaging combat spaces using high and low covers
- Concept of different territories (player, dead zone/kill zone, and enemy) and their cover support
- Creating paths by using cover to cover and walls
- Creating sneaky flanks to attack unsuspecting enemies
- Concept of giving the player comfortability with backboards knowing that they cannot be flanked from the backboard side
- Concept of encouraging player movement with grenade/AOE attacks, enemy behavior, and advantageous stealthy gameplay
- Concept of the front vector


