The Overwatch World Cup Viewer is great for reviewing World Cup matches.  It’s also great for no-clipping around the world, seeing how the maps are put together and getting views you’re not supposed to be able to see.


For instance, above you can see the entire Nepal map.  All three stages are loaded at the same time, but you can’t see one stage from the next.

And here’s an unusual view of Ilios showing all three stages.  You can see this statue from Ruins; it’s interesting that it actually has a face (and belly button), which you can’t see when playing.

ow ilios 2

If you compare Blizzard World to the map of it, you can see that not everything is actually modeled. There are supposed to be a Spawning Pools Water Park and a Caldeum Market to the right, a Blackrock Mountain to the east, and a pirate ship in the water; none of these exist. But the rest of the park is pretty much all modeled, though only just enough to look OK from a distance:

ow bworld.jpg

The house marked with an asterisk isn’t even on the ground.  Also note the shadowy figures in the foreground… apparently this part of the park is still open, and has visitors. You can see them moving around as you play the map.

There are even cars and riders on the monorail– though they’re rendered as minimally as possible:

ow bworld 2

Here’s an unusual view of Hollywood. I’m really surprised that so much of the city is rendered, even if there’s also a lot of model re-use. You can see the theater where you spawn– the green roof in the middle background– so all of this is off to the left when you exit spawn, so most of it can’t be seen, even as Pharah. It’s interesting that they have enough of a polygon budget that they can model all this– including the backsides of buildings that you absolutely can’t see from the playable area. (And all those pipes and air conditioning ducts and curved roofs are really 3-d modeled.)


(I’m surprised because in Hammer, the level editor for the Valve games, anything you can’t see is scrupulously removed.  If you put a cube in the distance, only 2 or 3 sides will actually exist in the level. Evidently we now have polygons to burn!)

Here’s the theater itself– the green area is the lobby of the theater where you spawn. Behind it, a little disappointingly, there’s just some random tiny buildings; they didn’t block out the actual theater.


I wondered if the Rialto map has all the extra bits required for the Archives event (where you are the Blackwatch team sent to deal with the Talon guy).  Nope.  They obviously re-used a lot of the map, but not the extra parts (like the restaurant).

Finally, here’s something you’ve probably seen, but only while plummeting to your death. It’s the Omnic shantytown located under the King’s Row power plant.

ow kingsrow

This view is looking up toward the power plant. Again, this is suprising in the level of detail. You can see the track for the cart; the bright yellow circular thing just visible above the track is the dynamo (or whatever it is) above the final point.

Hmm, found some figures on the web. Alyx from Half-Life 2 has about 8000 polygons, which was a lot for 2004. (The Combine soldiers have only half that.) By contrast the Overwatch characters have 30,000, not including their weapons. That’s… a lot of polygons. So a few buildings with 100 to 200 polys are nothing to worry about.

(One trick which the game engine probably uses is to load low-poly versions of things that are in the distance. Still, the point is, the polygon budget is mostly thrown at the characters.)