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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 8 of the article "Ben's small bible of realistic multiplayer leveldesign" Navigation/ Orientation in the Levels - Introduction I think it's nothing new for level designers that they have great concepts for a really complex and cool map but as soon as they release it, nobody is playing it on the servers. Especially big maps are simply too large and misleading. Of course, the designer knows the map inside out but people playing it the first time get lost, are frustrated and will never give the map the chance it might deserve. Not without a reason, small levels with very simple design are often the most successful ones. This is the reason why it is very important to give the player a lot of guidance and landmarks which helps them to orientate. Of course, if the game you create the level for supports big open fields, maps in his HUD, or compass with waypoints, it's less important. But even here you should never neglect adding navigation spots and to split the level into recognizable parts. Never forget that, if the player gets lost in your map the first time, it doesn't matter how great your gameplay ideas are because he will never experience it and will switch the map/server in frustration. Orientation and navigation are very important for the success of your map, I can tell you this from my own personal experience.
Navigation/ Orientation in the Levels - Eye Catcher/ Special Areas As I have already mentioned above, one of the best
ways to help the player orientate in more complex levels are special eye-catchers
or special areas which the player will remember. If you remember the last
examples for the BOMB and CTF modes, I split the level into different,
very unique parts which gives the player the first basic understanding
of where he is. As soon as he knows that he is around the harbor area
and not in the backyard he might remember what to do if he comes here
again. Especially for team communication, it's a great help. After a few
minutes or rounds, there will be a simple pattern of different areas in
the mind of the player and he will start to use this for tactics and he
can choose his route with purpose. For example, he knows that the harbor
area is more medium and long range but after it there are the warehouses
which will lead directly to the mission objective. He knows it is short
range and CQB so he should be careful and take the right equipment. If
the whole map looks very similar, it doesn't really matter if the designers
have placed a few more rockets here and a few more plants there. For the
first impression of the player, everything will look the same and the
map will become uninteresting or at least frustrating. Light settings,
architecture, vegetation, styles, textures, furniture, visual range, and
sound should vary as much as possible in your map but should also be consistent
in the different areas! On the other hand, don't make it too extreme because
if the player has to remember too many different areas or styles it becomes
confusing and the result would be the same if everything looked the same.
There have to be just a few easily memorable and very distinguishable
landmarks.
Navigation/ Orientation in the Levels - Overview/ Understanding of the Level Such hints mentioned above might help the player
remember the map quicker but the very first time he still doesn't know
exactly where to go. That's why overview and quick understanding of the
map is even more important. Try to think about that when you make your
strategy plans.
go to 'page 10 of the article "Ben's small bible of realistic multiplayer leveldesign"
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design&html: BenB
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