|
page 7/13 |
||
|
Ben's small bible of realistic multiplayer leveldesign by Benjamin Bauer "an article describing how
to make a multiplayer level go to 'page 6 of the article "Ben's small bible of realistic multiplayer leveldesign" Improvements With Tactical Elements - Mission areas - CTF Example
For the CTF example, both mission areas have to
be similar so I only need to explain one of them. The area starts shortly
after deep jungle in the middle, after the cave, and after the rock/mountain
area. The whole area has a 'military base'-setting with some small huts,
tents, bunkers, and watchtowers etc.
Improvements With Tactical Elements - Mission areas -BOMB Mission Example
Of course we already know two mission areas for
the BOMB example. Let's say the attacker's team has to blow up some special
crates with electricity for SCUD rockets, whatever, just something easy
to detect.
Improvements With Tactic Elements - Movement Modifiers Now I just want to talk a little bit about different situations which the player can pass and what you have to take care about. Of course, un-climbable walls, pillars or containers are movement modifiers, too, but I already talked about them at length and, in the next part, I would like to concentrate on typical passable sections. Small hills or stairs: Here I mean smaller situations where a passable section blocks the view between two players (e.g. longer stairs inside a building or a small hill which is just a little bit higher than a player). They are quite common in levels and are a good solution if you need cover but it shouldn't really slow down the game flow, and the action between different high levels is much cooler than just on a flat ground. Due to its small distance, there is no real disadvantage for the player who has the lower position unless the enemy can see his legs before he can shoot back. Such situations can be very frustrating on main ways so please try to avoid them as much as possible. In houses, or on more sneaky alternative routes, they are more or less allowed but not really welcome. If you have serious problems with such a passage, create some good possibilities to throw grenades (especially flashbangs) or build a window next to it where you can see the nasty camper position in his full beauty. Bigger uphill or downhill sections: If the high level is not very big just treat them gameplay-wise like flat ground. Especially outdoor maps should never be just flat because it looks/feels unnatural and boring. In my opinion, even bigger streets or places should never be 100% flat; small changes really create a completely different feeling. As soon as the height differences and distances become bigger, and the player really has to look up or down for a longer time, it can quickly becomes such a 'D-day feeling'. I think that in general, it is harder to defend/assault from a low position against an elevated position. In this case, good cover and possibly alternative ways or specials are necessary. On the other hand, a lot of people forget the sight factor in such a situation. If you look downhill it is normally harder to spot a player than if the enemy is at the top of the hill with the sky in the background. Of course, taking into account the usual camouflage factor of your game. If you have just red T-shirts versus blue T-shirts, the last point is less important. Jumping passages: They can be used to spice up your level but please don't use them too much because jumping in a FPS is always a mess. Jumping up some crates or rocks is no real big deal but jumping from one house to another one, especially if the jump is not very easy, can quickly become very frustrating for the majority of players. On the other hand, hard-core games really like such passages so it can be cool to have a few less obvious situations like these in your levels which make the good gamers happy. There are two things you should always remember if you are going to have the player jump somewhere. The first point is that you normally only look in the direction where you want to jump. On flat ground it is no big deal to strafe or to walk backwards but if you jump you normally don't have a lot of time to look around and search for enemies. So be careful with longer and harder jumping parts in hot areas. The second point is sound. If the player wants to pass such a part in your level he is normally making specific jump sounds which can be located by better players very easily. Try to be sure that after the passage there is a little bit of cover regarding its danger level so it doesn't become an absolute death zone all at once. Doors and holes: Such situations are very common in multiplayer
levels but as soon as they are in battelareas without alternative routes
they become bottlenecks. The size of them should normally regard the amount
of people that pass this section and its environment. For example, if
the main way into a warehouse battle zone goes through a door, it should
be more like a gate instead of a thin scratch in the wall. However, nobody
will really complain if the sneaky alternative route leads through a normal
door into a common house. Sometimes they very quickly become death zones
if they are very small and lead directly into a hot battle area or mission
area, especially without useful cover behind it. If there is absolutely
no real solution (e.g. due to a performance reason), then the minimum
is some bushes as sight cover against campers from the other team. Small tunnels and air vents: Every time the player has to crouch or go prone he is weak. He cannot react very quickly (e.g. running to cover or turning around if he is prone). So place such situations carefully. Normally, a small hole is not a big deal except if it is in view of an enemy defending a position. If the player has to crouch or prone for a longer time (e.g. in an air vent), in most cases it is a trap as soon as he is noticed. The enemy can easily throw a grenade in the tunnel or shoot through the thin walls. Surviving such a section should be rewarded (e.g. coming out behind the enemy's lines or with a very good position to stalk opponents without a lot of risk). The risk factor of entering and exiting should depend on the advantage the player will get. Ladders: They are a quick and a very easy method to connect two different high levels. Ladders have the huge advantage, for the level designer, in that you don't need a lot of space. On the flip side, being on a ladder is a disadvantage in most realistic games because you can't shoot. This is the reason why you shouldn't often place them in hot battle areas, unless the player can reach a very good position (e.g. a sniper tower or a sneaky shortcut). Additionally, they slow down the gameflow so you should think carefully about whether this is what you want in this specific situation. Normally you should try to solve it with stairs if it is easily possible.
go to 'page 8 of the article "Ben's small bible of realistic multiplayer leveldesign"
|
||
|
design&html: BenB
|
||