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Conquest is SMITE's main competitive game mode where two teams fight for Order or Chaos in the world of the gods. The map features a traditional three lane layout, a jungle in between the three lanes, jungle monsters that drop buffs, and powerful jungle bosses that provide a team with tactical advantages.

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Conquest was recently completely redesigned for Season 5 to start a new era of competition within the eSports scene and among the normal playerbase.

The goals for the new Conquest redesign were to:

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1. Improve readability and feedback of all mechanics in the map

2. Improve sight lines, navigation, and spacing in the Jungle

3. Redesign, or rebalance, existing Jungle Boss mechanics

4. Create a better visual palette that stands against the test of time (stylized vs. realistic)

The bulk of the level design time was spent on redesigning the Jungle layout. Players wanted to see tighter paths, reduced sight lines, and better jungle camp layouts.

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Early iterations saw a more complex Jungle, many different paths to and from objectives, and a much tighter gameplay space. The new Jungle was definitely 'scary,' but it was also confusing to move between lanes and team fights were often in favor of gods with wide AoEs or big line attacks. Through all of these iterations I've come to realize that there is a delicate balance between adding complexity to the Jungle and keeping it simple enough to ensure that players do not get lost while moving between objectives and lanes. This is where we developed the 'Highways, Streets, and Alleys' design.

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Highways are the widest spaces on the map, which were typically the lanes that the minions and towers resided in. These spaces allow for the most comfort in both movement and ability usage, and were landmarks in themselves for players who wanted to "get back on track."

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Streets were the main paths in the Jungle and were used to easily transit between major jungle camps, jungle bosses, and potential team fights that broke out. By ensuring that the player had a pseudo-straight path to their next focus point, they were able to be more attentive to the current state of the game. Ideally, the player should never have to worry about navigation and be entirely focused on controlling their god.

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Alleys are small secondary paths in the Jungle that gave a bit of tactical movement to more experienced players. These paths were often narrow and/or curved, allowing high-level players a chance to manipulate the Jungle in their favor. Oftentimes players will get ambushed in these small areas or a quick player will be able to evade a group of pursuing enemies by weaving in and out of these alleys.

  • Plan, prototype, and design levels for SMITE's different game modes

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  • Act as producer to ensure the vision of the level is communicated clearly across all disciplines

  • Work together with leads to ensure the level meets the demands of the playerbase

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  • Gather feedback and iterate on levels based on an ever-changing game

© Copyright  2025 Matthew Barcas

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