My level design process begins with identifying and documenting ideas for mechanics and set-pieces, outlining their affordances, and then building small-scale interactions to explore how those elements can work in tandem. I then piece these interactions together to develop a full map layout. This phase happens before any work is done in-engine.
For Boiler Room, my goal was to offer players a wider set of traversal and map rotation options than our previous maps. Such a level would align nicely with the launch of our new Oddbot mode, which places emphasis on mobility and quick escapes.
Another unique concept we wanted to implement was having the level's layout change progressively during the match. This and the steam pipe mechanic were the main gameplay elements that I preserved from our team's original idea for the level.
To empower player agency, I designed these changes to occur when players interact with valves hidden throughout the level. Turning each valve will cause the central boiler, and level itself, to grow more unstable.