There are three main differences with the enemy bases to make them feel more organic and less “man-made”.

We’ve tried to avoid making the maps square. This gives more opportunity to build maze-like environments where you will have different options for taking cover, breaking line of sight and flanking your enemies.

We want the maps have a more “indoor” feeling to them. While some of them will still technically be outdoor maps, the claustrophobic feeling remains the same. Adding to the first point, this allows for more winding and twisting corridors.

We have made all of the props and features in the maps organic. We want to remove as many man-made elements as possible from the Pandoravirus environments. Many things which are required mechanically for your units to interact with (such as ladders) need to be reworked to be more organic.