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Ben's small bible of realistic multiplayer leveldesign

by Benjamin Bauer

"an article describing how to make a multiplayer level
from scratch to the end for a realistic setting"

go to 'page 9 of the article "Ben's small bible of realistic multiplayer leveldesign"

Different Level Sizes

The size of your level has a huge impact on your gameplay and is heavily influenced by the game mode, whether you have vehicles, and the game you create the maps for. For example Battlefield 1942 maps simply has to bigger then a normal Raven Shield map because in one game you have vehicles and in the other game you play some kind of a S.W.A.T. team.
Okay, vehicle maps should be obviously big and quite open. So what kind of criteria should these big maps have? They should be very open because a big map with static routes is either very complex with a lot of alternative routes (which only confuse the player), or they are boring because you can't switch the route for half a minute. Short maps should be very compact but be careful that they don't become too boring by limited possibilities. You have to find the perfect compromise between pliability, navigation, orientation and still guiding the player somehow. Bigger maps are generally for more players but please make them wider instead of longer! Nothing is more annoying than having to walk for half and hour before something happens. On the other side, it is bad to create maps which only start to flow if the server reaches the maximum number of player for the game. If the game only supports 32 players then a big map should already become really fun with 20 people and even with 10 people it should still be entertaining. It's better to create maps which are really fun with just half of the players so you are flexible and the chances of the map being played on both small and large servers is much better.
Let's first talk about non-symmetrical mission based game modes like BOMB and discuss how big you want to build your map. The times you can see here are just examples and in the real game they will never so exact.

In general, the attacker team should need two times longer to the mission goal than the defending team. So I've drawn three examples which you can see above. The first third of the attacker's route is where tactical possibilities should really start at the latest. Here, the ways should start to split. The amount of cover increases and the player should start to take care instead of just blind rushing. In the first third there should be absolutely no possibility for base campers!
In the first example the attackers need 90 sec to reach the mission objective. Some people might say that this is not a long time for a really big map but if you look at the time where the player might have their first encounter then you see it is 67.5 sec! Do you really want to walk/drive for over a minute before the action might start?! Probably not, so a 90 sec map is definitely too big for the mass player who wants to have quick action. For the second example the attackers need 60 sec to reach the mission spot and the first action might take place at around 45 sec. For me, that sounds like the maximum passage of time for a map that will have some success. Of course there will be always hardcore tactical players who don't care how long they walk, but this won't make your map universally popular. The last example is shorter with 30 sec to the mission goal. With 22.5 sec to the first encounter, it is a pretty fast one. If you make it even shorter, there is a high risk that fast defenders will come too close to the attacker's spawn positions so be careful. Some good advice is that short/fast maps should have a lot of urban elements because in purely outdoor maps it's very hard to control the speed and the routes that the players take. If it's not really a swamp map with a lot of fog, the distance a normal player runs in 22.5 sec is definitely shorter then the normal view distance in modern outdoor maps. So be very careful with snipers/campers around the spawn points.

Now let's look at how the same numerical example looks like with symmetrical maps and with no clear defenders and attackers like CTF.

The times are from a case where, when the match starts, a perfect player from team B makes an attack against team A, grabs the flag and runs back to score with it. In the first example you would ideally need 90 sec to reach the mission goal. After around 45 sec you might meet your first enemy. If the dead player respawns at once and starts running straight away, the attacker from team A can encounter him again after 67.5 sec if he hasn't lost any time in the first fight! After another 22.5 sec, he can finally reach the flag and might already kill another player and now has to run back for another 90 sec. All in all, these are three minutes of an absolutely perfect attack and, as we all know, a perfect run without any lost time in a normal CTF match is almost impossible. So if you try it very often and walk around a lot you will usually need longer then 180 sec which is, in my opinion, already too long. Remember that in a normal CTF match you cannot even roughly calculate where the players will fight because of the normal re-spawning system in such game modes. The second example also takes a long time if we think that this is the most perfect way. But here, the action is already much more packed. The two minutes of intensive possibilities for action sound much better for a big, enjoyable map. However, it is realistic that for a normal run you might still need around three minutes which is borderline. Now in the last example, 30 sec to the enemy's base seems to be suddenly very short but they remind us more about the fast, thrilling CTF matches which we had with the Quake and Unreal games. Personally, I have less problems to run a between one and two minutes to capture a flag but they should be loaded with action which can only be achieved in medium or small CTF games or in big maps on big servers. So the bigger you plan such a map, the more open the map should be, otherwise the action would be too rare. On the other hand, small maps should be more compact because then tactical gameplay is even less important then pure combat skills.


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