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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 5 of the article "Ben's small bible of realistic multiplayer
leveldesign"
Improvements
With Tactic Elements - Mission areas - Introduction
I guess you guys still don't have enough about
battle zones but now we have to talk about something new. Mission areas
are similar to battle areas except for two things: they are more critical/important
and normally one team don't just walk/run/'bunny hop' through it, they
are actually doing something there. The mission area is the zone around
the flag in CTF, the place of the hostages in HOSTAGE RESCUE, the bomb
spots in the BOMB mode, etc. All the time one team has to do something
in a map, aside from 'only kill enemies' (DM/TDM). Because of this, they
need some special attention. In general, you might say: "It doesn't
matter what happens in the whole match as long as the two teams come together
in the mission areas". I wouldn't agree with this because the map
needs a high fun factor across the whole map. On the other hand, it is
true that in the end the two teams should at least meet in the mission
areas.
Normally, one team is defending and the other team is attacking or every
team has to attack/defend. If only one team has to defend, it's harder
for the attackers. If they have to attack and defend, it assumes some
basic allocation of available work in the team like roamers, defenders
or rushers. Think about the different roles of the different teams before
you start building your mission areas. A stupid example would be a building
without any entrance, absolutely great to defend but kind a dumb to attack.
If you compare the walk of an attacker through a map with the escalation
of a classic drama, then the mission area is the climax. The adrenaline
of the player has to pump through his veins if he is 10m away from the
flag, he has to sweat like a pig while he is placing the bomb or has to
collapse after he brought the VIP to the rescue point with 1% health.
Mission areas have to be exiting and risky but never unfair! "No
risk no fun!"
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Improvements
With Tactic Elements - Mission areas - Basic Rules
Like for the battle zones, I have set out some
basic rules for the mission areas and their placement. These rules can
be very different and are strongly affected by the game mode you use.
So please read them carefully and only use the ones which might fit with
the mission goals of your level.
1) The difficulty of the mission area
depends on the time the attacking team has to stay there.
In the standard CTF mode you just have to grab
the flag and continue running to your home base. Normally you only have
to stay in the mission zone for a few seconds but, during the last time
mission, objectives become increasingly difficult and more tactical.
This means the designers have to change their old design opinions. If
you lose 90% of your teammates & ammo just to reach the DOMINATION
point, and you have to hold it for the next 10 minutes against a superiority
of 10:1 without any good defending positions, something is obviously
wrong.
You have three possibilities to solve that problem. The first one is
to make it really easy for the attacking team to reach the spot but
then make it hard as hell to hold it. If the defenders have no real
defending positions then it is obvious that the original attackers will
find it difficult to protect their mission spot.
The opposite would be that it is really hard to get control of the area
but then it's quite easy to hold it. It is always hard to attack a well
guarded fortress but if your team was able to do it, then why shouldn't
the old defenders have a tough run against it as well?
The third solution is to make the difficulty of the attack and the subsequent
control almost balanced. Of course, this sounds like the best solution
but it is also the hardest to achieve. I suggest that you should try
to make your own mix and don't use too extreme situations.
2) The difficulty of the mission area
depends on the number of possible successful strikes from the attacking
team.
Okay, it sounds weird but just imagine a CTF
match where my 85 year old grandmother can easily defend the base for
4 hours against 20 hard-core, bloodthirsty, professional Quake players.
It might seem ridiculous and frustrating but, believe me, something
might have gone seriously wrong with the design of the mission area.
In a CTF map, for example, there should be a fair chance that a good
run against the opponent's base is a success. This doesn't mean that
every time you walk to the enemy's flag you can grab it and move back.
Normally, defending something is easier than attacking it. This is the
reason why not every assault should be a success. A good tactic and
a little bit luck should be the key for a successful strike and the
level designer should give the teams a fair chance to do this. Remember:
"The best team should always win!"
Now you can say that in a real mission based map (e.g. with a BOMB objective)
the challenge for the attacking team is always harder then for the defending
one. In my opinion, in a round based game with clear attacker and defender
roles for the teams, the ratio should be something around 2:3 or even
1:2. If every team has to attack and defend, the ratio should be of
course equal like in CTF or DOMINATION.
3) If the defender team has more than
one mission area, they have to stay close together.
Normally, if the defenders have more than one
point to protect they have to split the team. The attackers can stay
together and, if the skills between all of the people on the server
are about equal, the attackers can win against the outnumbered defenders.
So the other teammates have to run to the other mission area and try
to rescue whatever they can.
Now imagine a BOMB mission where the bomb timer is 20sec and the fastest
player need 40sec to run/jump/bunny from one bomb spot to the other
one (and we shouldn't forget the disarming time). As I already mentioned
earlier in this article, always run around in your map with a stop watch.
Take care to look at the routes between the mission areas.
For example, if the bomb time is 60sec and the disarming time is 20sec,
then the minimum two ways between the mission spots shouldn't be longer
than 10-20sec. You should always give defending team some extra time
to fight against the original attacking team, depending how hard it
is to reach the bomb.
4) A defender should never see all
of the entrances to the mission area from one good position; keep the
hot spots free from campers.
This automatically means that every mission spot
has a minimum of two entrances. Actually, there is no problem if the
camper decides to keep all entrances in his field of view, as long as
he stands in the middle of a big open space. This important rule is
for the defenders and maybe for the attackers, too, which depends on
the game mode. If the attackers have to stay in the zone for a few seconds/minutes,
they quickly become campers too. This is absolutely normal but just
don't make it too easy for them.
Just imagine a hill with a mass of sight cover next to a mission spot
where the attacker first has to run 30m over an open field. At least,
you have no real fun checking all of the thousand possible sniper positions
whilst making sure that you reach the hot area alive. The argument that
mission areas should be really challenging is okay but it shouldn't
be frustrating!
If you have a lot of hard cover around your defended objective (e.g.
crates/pillars/rocks), make sure that the camper can never hide in one
position where he can see all entrances. There should always be one
side open which he can't protect when he is watching another possible
route to the mission spot.
5) More mission areas for the defending
team automatically means higher difficulty for the attacking team.
I guess that is very obvious, as soon as the
defenders have to take care of more than one position they have a big
disadvantage and need a small bonus (or the attackers a small disadvantage).
Just imagine a team which has to protect five different bomb spots or
a very big DOMINATION area. They should have an easy job defending the
area(s). An unpredictable enemy is always the most dangerous one because
they have to encounter something equally challenging (e.g. a fast connection
for the defenders between the objectives with a very good fortification).
Now the protectors have to move a lot but as soon as they detect the
attackers, they can beat them easily. This means the tactics/strategies
of the assault team have to come behind enemy lines, unseen, instead
of playing Rambo.
6) The mission goal has to be absolutely
obvious in the area!
Make absolutely sure that the mission spot is
very easy to detect. For CTF, this is more or less a minor problem because
a flag is normally very easy to spot, except if you hide it deep down
in a dark pit. Designers for a BOMB mission, fore example, should be
much more careful. If the player reaches the large mission area, which
is a big warehouse full of wooden crates, and he knows that he has to
blow up the brown crate with the drugs, it might cause frustration.
Make the drug box green, with special bright light around it, a big
red cross on the ground or place some unique and obvious objects around
it. Every noob player which enters the warehouse must say: "Hey
these single green crates in the middle of the bright room, with the
red flags around and with all the red arrows pointing at it must be
my mission objective." Okay, this might be a little bit extreme
in a realistic setting but I think you get the point.
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Improvements
With Tactic Elements - Mission areas - Moving Mission areas
You can forget most of the text I wrote in the
previous chapter if you have a level with a moving mission objective like
a VIP or train which one team has to protect and the other team to kill
or destroy. There are normally two kind of moving mission objectives.
A player controlled character/vehicle and a scripted objected which always
uses the same route.
Firstly, take a look at similar VIP game modes. You should find a minimum
of two rescue points or one bigger area; otherwise the defending team
would just heavily camp around one spot instead of roaming/moving around.
Calculate the areas where the two teams encounter each other for the first
time. These battle zones have to be quite complex or there has to be a
high number of different, smaller battle zones. All of these battlezones
need at least one alternative way out besides the obvious short way to
the rescue points. As soon as the defending team knows where to find the
VIP, they will try to intercept him on his way to the next rescue point.
If it is absolutely obvious which route will be taken by the VIP, it is
too easy for the defenders and not really much fun. There still should
be some kind of exciting challenge after the first encounter. When the
defending team has no real clue which will be the chosen rescue point,
they have to roam around again and hope that they get the right one. Good
team play is the key to success here, for both teams.
The second possibility would be an object which moves on a scripted route.
One team must try to defend the train/truck/ship until it arrives at a
certain area and the other team will attack it and try to foil the opponent's
plan. As soon as the two teams see each other for the first time, a long
battle zone begins. Along the way there are usually several small defending
positions and main battle zones. Around these spots, the fights are particularly
hard and between them, fights are more infrequent. Because the objective
is very predictable, there should be several alternative ways for fast
guys to attack these defending positions from the side. If the defending
team has to do small missions at these hot spots, treat them like normal
mission areas.
Take care about snipers and campers as I have already explained. The rescue
points, in particular, are very critical. Some positions that are too
powerful can destroy the whole fun of roaming and searching for the VIP
in the areas before. Everyone would just stay next to the extraction spots
if it is that easy to protect them.
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leveldesign"
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