Multiplayer Level Design

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Author jameszhao
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Multiplayer level design has a rather different set of goals compared to its singleplayer counterpart. The single biggest factor determining the quality of a multiplayer(MP) map is replayability. A replayable map has unique and fun gameplay. Creating a top notch MP map requires repeated testing and fixing.

Contents

Gameplay

When designing a MP map, gameplay is of utmost importance. MP gameplay has to be fun and balanced.

Fun

A fun map should provide heated firefights that all players can easily join and depth so strategies can evolve over time.

A few common mistakes beginner make that ruin the "fun":

  • Creating a huge map. As a result, all the players have to wonder aimlessly, actively searching for enemies. If you must create one, provide enough transportation such as jeeps, boats... so players don't have to walk too much.
  • Creating an unfocused map. An unfocused map lacks central points where the two teams clash. This type of map may lead beginners to wonder where everyone is.
  • Creating too much vegetation. Too many trees and shrubs create a campy atmosphere where the sniper rifle is a death cannon. Most players will quickly move on if they're repeatedly shot from nowhere. If you're going to have lots of vegetation, try to balance it out with areas where campers don't have the advantage.

A few tips to improve the "fun" factor:

  • Create variety. A map where there's only close quarter combat may turn off the players that favor ranged gameplay. Same with a map where open spaces dominate. Try to create different areas where different types of players can find interesting.
  • Try using the Z-Axis. A map where there are areas of different height may create fun gameplay. However, be careful not to over use height to create areas where players can be attacked simultaneously from different directions.
  • Make the objectives clear. Not knowing where you're suppose to go can quickly discourage the beginners. Make the objectives obvious. Try using different colors or designs around objectives. Also, try to create terrain that leads the player to objectives. A prime example of "Making the objective clear" is the battlefield series' capture flags. Newbies quickly learn where they should go as the flags are consistent and highly visible.

Balance

Balance is essential to a good MP map in that it makes players feel they have a chance at winning. A map where one side or one weapon dominates will discourage all players.

General guidelines to a balanced map:

  • Don't give one team an exclusive advantage. What I mean here is avoid giving one team an advantage without giving the other team a counter-advantage. This may seem obvious, but it's the hardest thing to do in MP level design (unless you're resorting to Mirror Balancing). If one team starts on elevated terrain, a counter-advantage could be to make the other team's VTOL purchase zones easier to get to. This is an eternal game of tweaking and testing, so don't expect to get it perfect the first time around.
  • Use Mirror Balancing as a last resort. Mirror balancing may be easy, but it will significantly ruin depth of gameplay. It's still possible to have depth, but there will be no point formulating strategies unique to one side.

Visuals

Visuals can create a first impression that's hard to change. If you're using custom art assets, create unique textures and models rather than basing it off an existing asset. If you're using Crysis art, try to use them in combinations not seen before. Tips for art creation:

  • Don't use outrageously detailed assets. If your level has the most amazing visuals yet none of the gamer's computers can run it, there's no point to your level unless it's a tech demo. Create assets that can be run on an average Crysis gamer's computer.

Conclusion

Multiplayer level design is a finicky thing. The slightest imperfection can create a ripple effect that ruins the other elements. Test and retest your level to reach perfection.

Always remember, gameplay is the top priority.

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