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While creating my maps I have found two proven methods that I now use when designing the 'Flow' and 'Fight' for all of my maps.
These diagrams are not literal top down maps although they can be used as so to illustrate gameplay theory. The symbols used in each location instead represent an idea that can be recycled from map to map. These outlining factors exist in all maps and can be used to drastically distort each map experience. While observing these diagrams, image that they represent a percentage of distance between each side and where or how much of that percentage is used for each type of gameplay. Gathered small square blocks represent an area that is slow to move through. Players must change direction, jump, or crouch in order to get through. Empty areas represent areas that are extremely easy to navigate through, but also make the player vulnerable because of long sight lines. Long rectangular blocks represent areas that lay somewhere in between. These are often used to funnel players in a direction and make path decisions predictable. The colored areas display at which point on the journey from one base to another Spawn Points can be placed and still be affective during matches. The Top picture displays a map type that is wonderful for Medium to Close ranged weaponry. It provides a high enemy contact area just outside the bases. If a Runner gets the diamond, they have a slow start. They then can pick up speed to get away from pursuers and have a short breather. This also allows teammates to plan a counter defense. As the Runner approaches their base, they must then slow down to navigate safely home. This allows the pursuers time to catch up if necessary while adding last minute excitement in battle. The Bottom Picture displays a map type that is excellent for Medium to Long ranged weaponry. It allows the Runner to get a quick start towards their base. They may then rest or hide before making a final sprint to their base. Since this type of gameplay needs the coordination of an entire team to defend, it is important that areas of the map can be fortified. By channeling Runners into their base it aids pursuers by making predictable paths clear from a distance. Spawn Points for the Top Picture can be more spread out because of the compression areas allowing pursuers time to catch up. Spawn Points for the Bottom Picture should be closer to opposing bases because there is much less time to make up for mistakes. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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you use rectangles as a base for your maps?
I often base my maps on cubes, circle or spheres (mostly cubes) because that way, each point of the map is approximately at the same distance from the center. moreover, building in a cube (unlike most maps which are built on a 2D plan) allows me to make a very compact map unlike most maps which are very spread out. |
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Heh, I think you need to take a closer look. I said these are symbols that represent what happens while you travel from one base to the other. The shape of the symbols and the map are irrelavent because they are just visual representations of an idea. So to answer your question, No my maps are not based on rectangles. (Well, one is) Think of the drawings as a timeline or distance tracker. I just needed a linear line to show where I try and place objects to create a certain gameplay effect. If this was an American Football feild. Generally speaking, each base is in the endzone. Near the 25 yeard line you expect a certain type of thing, near the 50 another. It isn't a direct interpretation, it is a sum of ideas and needs a bit broader thinking to digest. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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Nice description neokinesis
If all mappers read this and make their maps like this, then it wouldnt be so hard to find good map. Or they should read Ben’s small bible of realistic multiplayer leveldesign |
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I suppose if you evaluated nearly all of my works youd see that theory in action, though I got to say I didnt really break it down like that; I just mapped as I thought would provide good gameplay.
Since Ive been a hardcore FPS player since Doom and Duke Nukem 3D, I guess it came naturally. Arena maps are my fav to do as they allow you to create a great layout without trying to recreate anything in particular. I think maps such as Mimic v1.2 and Shiver illustrate perfectly what you are describing. Teams end up having an area where they feel safer, they feel is their home and Im not just describing the spawn areas or whats immediately around it. I try to make the players feel territorial outside of the normal spawns areas and areas immidiately adjacent. There is an invisible 'line' they cross where that feeling of security diminishes. These areas always tie into a central 'battlezone', where a power struggle is essentially taking place. Each of these areas instills a different feeling in the players mind, despite whatever ambience I have put in the map. I like how you really analyze things and break them down. I cant say Ive ever really thought about things like that; I just map, then test each area as I go, ensuring Ive captured whatever it is I was going for there. While mapping, many times I will spend just as much time in test mode, running around the same small sections over and over again. In 2 of my newest and probably best maps, Shiver and Business District, I probably spent more time running around analyzing trip times and angles more than I did actually designing the map. Good thread, it should help out some mappers who may think in the same way as you Again, good thread Neo |
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yeah, I see, I have some "methods" when making maps too but haven't tried to represent them that way.
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Ben's Bible is Golden! Excellent reference, I shall finish reading it tonight and post my thoughts later in the following weeks. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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I remember reading 4 or 5 articles about level design, but don't remember where to find all of them.
there was ben's bible valve's wiki a page from dave johnston I think a page from the lead designer of splinter cell and another one from I don't know who. |
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I could try to write something like neokinesis, but I'm not too good at explaining some things.
I have many small methods to plan my maps. well, of course it's the kind of things which is only obvious to the guy who made the map. for example, since I mostly make cqc maps, I make sure many windows / doorways are perfectly aligned with no / few obstacles in between to provide long lines of sight. my maps forgotten shrine and eldorado have many lines of sight of that kind, for example. |
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You should really try sharing the things you do to make your mapping easier. You never know who you might help. It is all about perspective and I think its good to have options. That is the best part of all this map making stuff, it is all our own way of expressing something. It doesnt have to be right or wrong, sometimes it just is! [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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I usually got some idea or theme and try make basic level description in my head. But then, once you go step by step throught map making, then you often have to change previous purpose, because you cant find proper way how to make some part.
What is imao also very important is, that map makers have to count with how weapons in FC2 works and consider with which weapon could be each area covered and so one to offer maps, where you really can find way how to use your favorite gun. I hate maps like some kind of "bridge" maps where all noobs just stay on their base with AS-50 and try kill someone in opozite side... |
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I guess only noobs like that kind of maps, because they know they'll get owned in close range battle.
I also make sure my maps are campers unfriendly, so I avoid too good sniper spots, places that are too easy to defend, too much covers which can make the position of a camper too unpredictable, and sometimes dark spot where it's hard to see someone. because the one who wins the match shouldn't be the best camper but the guy with the best skills. |
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