The beta demo will at first feature a low poly map, and the story on how it got from real life assets to low poly is as follows.

Target City map was planned to be a city that consists of three building rings and two street rings. In the outmost ring plan was to put areas of activity, then comes a street ring for those long-range sniper shots and some street combat, then the second building ring that is a transitional ring with four connecting points that lead to the center forcing players to converge to these points. Second street ring was supposed to be another street combat area but with shorter range, and in the end it all converges to the map center at the third building ring and the twin buildings with interiors and facing balconies.

Numbers in the photos represent units, Unreal Engine units are 1 unit = 1 cm.

But sadly, it turned out that the map was a bit to big and not well optimised. So, for the beta demo map it was decided to lose the second building ring and just have the outer circle with active areas followed by a street ring and map center with the facing balconies. But event with the decrease in map size it was still deemed as a bit to large. And while the map was near the end of initial development an idea came about to completely loose the street ring and join all the buildings instead of having the streets separating them.

But at this point starting everything from scratch was a bit too much since couple months already went in to map development, it was decided to make a low poly map since those are relatively fast to make. The now smallest version of Target City map has all the elements the game was suppose to have but in the most minimal package, and fastest as well. So, the fist beta demo version will have the low poly map until testing and feedback results say that a bigger map is needed, and until realistic assets map is finished.

And here are some more photos of the map in development.