Post by a Chunk on Jan 3, 2019 17:39:46 GMT
Read article at our new site: www.nextleveldesign.org/index.php?/featured-content/articles/good-fps-map-design-r13/
From Chris Wagar's Blog:
What do you think constitues good map design in a multiplayer Fps game? I hear the term “this is a good map” but very few people go in depth as to what that actually means.
In this blog post from earlier in 2018, Chris discusses 'loops'.
In FPS, your position determines your line of sight to other people. Line of sight is a connection to other people, a capability to attack them.
In a hallway, you don’t have many options for approaching an opponent, there’s only one line of sight. To make a level where both people can choose to move around one another and position effectively versus one another, you need to introduce loops.
In a hallway, you don’t have many options for approaching an opponent, there’s only one line of sight. To make a level where both people can choose to move around one another and position effectively versus one another, you need to introduce loops.
He asks readers to analyze the differences in movement options between de_dust and de_dust2, particularly paying attention to the number of chokepoints.
Chris urges designers to be conscious of balancing the number of movement options available to players.
You can’t have stealth in a single hallway. And on the opposite extreme, if you offer too many paths, then you end up with maps that the Quake community call, “Guess maps” where someone could pop up from any angle and there’s too many options to reasonably predict any particular one.
Check out the full article from Chris - critpoints.net/2018/02/18/good-fps-map-design/
Take a look at his blog, where he covers a wide variety of video game subjects - critpoints.net/
Share your thoughts on this particular article. How do you go about balancing movement in your levels?