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Ben's small bible of realistic multiplayer leveldesign by Benjamin Bauer "an article describing how
to make a multiplayer level go to 'page 9 of the article "Ben's small bible of realistic multiplayer leveldesign" 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.
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! 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.
go to 'page 11 of the article "Ben's small bible of realistic multiplayer leveldesign"
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design&html: BenB
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