What decisions go into a capture
the flag map? How do they differ from other multiplayer levels? Why do
they work or not work? Although members of the devteam may agree with some of these
philosophies, my opinions do not necessarily reflect theirs. If you
have comments, corrections or disagreements please reply here.
Looking at the game itself, CTF is a
position control game, where two fixed positions are fought over by
teams. Flag captures measure how well each team controls these two areas.
Deathmatch maps are resource control games. Maps without items such
as Rocket Arena offer rooms to match fighting skillz. Let's look at
the three styles of games.
Skillz Maps (Rocket Arena, Action Quake, Expert DM,
Instagib)
Skillz are the deciding factor in the outcome. Location within the
level isn't important because items cannot enhance one players against
opponents. It's all skillz. Design Considerations for Skillz maps
- Aesthetics:
A level's own look and feel are very
important. Maps should give people something to see and establish a
unique sense of place to make them more memorable. Probably the single
most important aspect to aesthetics is creating comfortable spaces. If a
map is intended for a handful of people or dozens of players careful
attention must be paid to hallway, room and portal sizes. A 256
unit-wide hall is wide gives players room to maneuver should they meet
in the hall. Snags and wall bumping is bad because a map should never
kill or hinder players, players should kill players -- use lava
sparingly. It is possible for a person to miss targets emerging from a
wide entrance as it allows for more interaction within the room rather
than a surprise kill. The most popular maps have nice wide spaces,
allowing players to dodge. Tight halls are better for smaller groups
because it makes evasion harder.
- Environment
Variation: Good skillz maps offer a
variety of fighting environments: flat-planes, elevated spaces,
waterways, obstacles, windows, ramps and precipices. Different terrain
also makes some weapons advantageous over others so try a wide range of
environments. Be careful with deadly obstacles (especially for laggy
online games), players would rather concentrate on their fighting skills
than dodging map hazards. Traveling through water slows down the player,
and too much water can make a level boring to play. Watch out for
"sky-walls" which allow players to strafe along the top edge of a solid
with the sky against their back (making them mobile and safe from splash
damage). The better maps tend to have few or shorter hallways: halls are
harder to dodge around in and generally less interesting, so rooms
should be close if possible.
-
Opposing Exits:
Because there are no items in skills maps,
there won't be camping areas unless a room offers a protected flank or
if there is an obvious terrain advantage. Exits at opposing ends of the
room easily solve this. The "three entrances" is a good rule of thumb to
prevent camping by exposing a person's flank, there are no "safe" areas.
Your skillz map ought to have a healthy circulation although boredom
usually prevents camping in skillz maps.
- Distribution of Traffic:
Ideally, every room should be as
"busy" as all others, distributing players equally through connectivity.
If a map has many precipices everyone will end up at the bottom unless
teleporters, lifts, jump pads and stairs direct them upward. With evened
routes, one passage won't become too crowded (lag is usually caused by
too many players in one room, not the room itself). As long as spaces
are comfortable (no snags or tight spots) and the distribution of
players is even you ought to have a good skillz map on your hands.
Deathmatch
Maps (Deathmatch and Tag games)
Players use skillz and resource control
to overcome opponents. The introduction of items adds resource
control as a deciding factor in the long run so some areas of the
level are more important to control than others.
Design Considerations for Deathmatch maps
- Aesthetics
- Environment Variation
- Opposing Exits
- Distribution of Traffic
- Vulnerable Beneficial
Areas: Powerup domination plus raw
skillz are two ingredients to a good deathmatch strategy. Camping is now
a major issue because some areas become more important than others. To
counter camping the important areas should be exposed or made
vulnerable. It can be done in a wide variety of ways; awkward or slowed
maneuverability, exposure to fire, or even in a danger zone (i.e.,
cliff, lava). A dead-end hallway is very vulnerable. Valuable locations
can be made camper-unfriendly by keeping health apart from one another,
after a battle the wounded survivors are forced to circulate to repair
themselves.
- Carefully Placed
Items: Distribution of traffic and
avoiding camping spots gets more complicated with item placement. First
of all, spread the ammo, weapons and powerups out, if all of them are on
one side of the map then everyone will be there, leaving your other
areas fallow. Powerups are best placed in the middle for the offense.
Place weapons and their ammo in areas where they won't be the
most affective: a plasma gun is a superior weapon in halls and on flat
surfaces with no-up/down aiming required; place it on a staircase or a
ledge where it isn't immediately the best weapon for the
conditions. Why? Because the weapon spawning point produces a steady
stream of ammo allowing campers to dominate and area. Game flow is much
more interesting if the player picks up the weapon and moves on; this
consideration will encourage circulation. A rocket or grenade launcher
isn't good for long distance shots (inferior, at least, to the rail or
plasma gun) so put them in a big or flat areas. Since they are useful
everywhere, BFG, lightning gun, railgun and their ammo placement
requires careful scrutiny--if placed near a choke point or
powerup, be assured an lpb or skilled player will lock down that area,
possibly ruining the level as one person shouldn't decide the outcome.
Putting these items in out-of-the-way spots makes camping stategicly
unsound. A good deathmatch map makes camping a losing
strategy.
Capture the Flag
Maps (CTF variants, Weapons
Factory, Jailbreak, Flagmatch)
CTF is a position control
game. Skillz and resource control are used as teams
attack and defend fixed positions; success is determined by whether or not
a flag can be stolen. Camping, called defense, is now encouraged in bases.
Roaming players, called offense, attempt to steal the enemy flag and
return it home. If each team can only control one point a stalemate
develops and the game stagnates. There are defensive and offensive
stalemates. Defensive stalemates are simply when a base is impregnable.
Offensive stalemates happen when each team has each other's flag and can't
kill the carriers.
CTF is a position control
game. Skillz and resource control are used as teams
attack and defend fixed positions; success is determined by whether or not
a flag can be stolen. Camping, called defense, is now encouraged in bases.
Roaming players, called offense, attempt to steal the enemy flag and
return it home. If each team can only control one point a stalemate
develops and the game stagnates. There are defensive and offensive
stalemates. Defensive stalemates are simply when a base is impregnable.
Offensive stalemates happen when each team has each other's flag and can't
kill the carriers.
Design Considerations for CTF maps
- Aesthetics
- Environment Variation
- Opposing Exits
- Distribution of Traffic
- Vulnerable Beneficial Areas
- Carefully Placed
Items
- Items in Bases and
Between: Additional concerns
for item placement are necessary. A good rule of thumb for player spawns
is to put teamspawns (the players first spawn in the game) in bases and
the majority (if not all) of deathmatch spawns outside the bases.
Limiting armor and health forces the defenders to leave the base to
re-equip themselves, loosening the base and mixing up the action more in
and around the base. It's likely that players may choose between
multiple routes; try to balance them out. Reward people for taking the
more difficult path -- for example, armor in the longer route. This
distributes players more evenly and reduces lag. Powerups give an
outnumbered offense the edge they need to penetrate a well defended
base. Keep the powerups and red armor in the center -- unless -- the
bases are very vulnerable and defenders need them to hold the
fort. The powerup areas, chiefly the quad spawn point, should be
completely camper-proof (see the 5th consideration). The key to a good
offense is resource control and fighting over the powerups should
be top priority.
- Prevent Stalemates:
Bases must be vulnerable to prevent
stalemates. Maneuverability ought to be limited making flag carriers
killable (preventing offensive stalemates). Big, open bases make it hard
to kill a grapple-happy carrier before his teammates kill the
assailants. Walls and obstacles can restrict movement or provide quick
protection to duck behind. Consider every obstacle carefully. Opaque
water can hinder a flag-return if the carrier dives in and grapples out
of it quickly, a maneuver almost impossible to pursue. Skies remove
grappling surfaces and tight spaces make the flag carriers less mobile.
Bases should be safe but not that safe. Conversely, if bases are
too weak the game loses cohesiveness and it turns the level into one big
deathmatch.
- Promote Carrier
Pursuits: Ideally, CTF promotes
player interaction; each offense should fight their way in and out of
bases. It's no fun when an attacker can steal a flag exit the base
before the action even begins. Steps can be taken to prevent quick
escapes such as forcing players to run on foot rather than grappling to
safety. Pursuit is a good thing. It should take about maximum 15 seconds
to get from quad to base, giving quadded player 15 seconds to wipe out
defenders and/or steal flag. Level size is crucial. If you intend to
play on a public server a map can be too big or too small. 2-on-2 maps
won't work as well with larger teams on public servers and keep in mind
you want players to be able to find each other on large maps. The routes
should balance out: if one is shorter or faster it should be more lethal
or have no health. Rewarding a carrier to take the longer route
potentially creates more interaction. The level should encourage or
discourage grappling, depending on how fast the traffic should move
through each area; this is a major consideration for every
area.
- Lighting: One of the things that differentiates team games from
other games is that immediate color identification must prevail on every
spot of the map. This consideration may be debatable, but players get
angry when their own team mates shoot them. White lights are useful
because heavy use of colored lights change the skin hues and give
snipers an unfair appearance. It is the job of both mapper and skinner
to make team identification clear.
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