This approach necessitated level designs that had the single player navigating through linear sections of levels until they reached a choke point where they would encounter the team-based multiplayer battles. During the player traversing linear sections, the game would have brought the multiplayer teams to spawn into or near the upcoming choke point, so that these players would always feel close to the core action of the game. According to Colantonio, this approach required them to rethink how they designed levels; they recognized that they needed to continue to drive the single player forward through the level, unable to have them stop to solve puzzles or analyze enemy movements, while also making some of the choke point areas interesting for the other players.
