战争机器多人地图设计思路Multiplayer Map Theory.docx
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战争机器多人地图设计思路Multiplayer Map Theory.docx
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战争机器多人地图设计思路MultiplayerMapTheory
MultiplayerMapTheory(GearsofWar)
DocumentSummary:
TheLeadLevelDesignerforGearsofWar360wantedtosharesomeofourphilosophiesofmakingagreatGearsMPmapnowthattheeditorispublic.Hopefullyyoucanputthemtogooduse.
DocumentChangelog:
Createdby LeePerry.
∙MultiplayerMapTheory(GearsofWar)
oINTRODUCTION
oTHE“FRONT”
oTHE“VISIBLEFLANK”
o“FUZZYCOVER”
oLEVELFLOWAND“LURES”
oCOVERCONSTRUCTIONANDPLACEMENT
oSCALE
oAPPROACH
oGIMMICKSANDHOOKS
oVISUALCLUTTER
oCONCLUSIONS
oFINALTHOUGHTS
INTRODUCTION
We’reexcitedaboutthecommunityinterestinmakingmultiplayermapsforGearsofWaroncetheeditorbecomesavailable.Wethoughtwe’dsharewhatwe’vefoundworksanddoesn’tworkwhendesigningmultiplayermapsforGearsofWar.Thisisn’tatechnical“howtouseUnrealEd”doc,butratherahighleveldesigndocspecificallyforGearsmultiplayermaps.
Weweren’tsureifwewereevengoingtoincludeMPinGearssimplybecauseitisveryeasytomakeabadGearsmap,andittookusalongtimetofigureoutthe“rules”thatmakeMPmapsworthplaying.Wedon’twantthecommunitytohaveto“reinventthewheel”,andhopefullythisdocwillsavebothdesignersandplayersfromabunchoffrustration.
Every“rule”belowcanbe(andhasbeen)broken,andindeeddoingsowilloftencreatesomethinginterestingorunique.Justbeawareofthebasicsanddecideconsciouslythatyouaregoingoutsidethelinesratherthenstumbleblindlyahead.Iwouldcautionadesigneragainstdisregardingmorethanoneortwooftheseinagivenmapuntiltheyunderstandtherepercussionsofthevariousfacetsdiscussedbelow.The‘funfactor’ofaGearsmapcanbeahouseofcards,sobecarefulwhenyoubumpit!
Sowithoutfurtherado,heretheyareinnoparticularorder:
THE“FRONT”
ThemostimportantgameplayfactorsinGearsarethenarrowfieldofviewandrestrictedrotationrates.It’slikebeinginsidetheBatmansuitfromtheoriginalTimBurtonmovie.Whiletechnicallylimitingtheplayer,thisisalsoamajorreasonwhyGearsfeelsintimate,asitallowstheenemyonscreentobesubstantiallylargerandmorevisible,anditgeneratestensionandvulnerability.
Withthisinmind,itbecomesveryimportantthatbothteamshavea“front”orcommondirectionanenemyislikelytocomefrom.Playersneedtobeabletolineuponsomecoverwithyoursquadandconcentratefire.Arandom,sprawlingarenawithnocleardirectionalstructuresresultsinenemiescomingfromanydirection,andcoverusebecomesaburdeninsteadofabenefitbecauseitgenerallyonlyworksinonedirection.
Sincetheplayerisessentiallylookingthroughacardboardtube,theyneedtoknowwheretolook,becausescanningtheenvironmentisdifficultandwillblowthepacingofyourmap.
Theshapesandpositioningofyourcovercanplayabigpartindefiningafront.Setupobviousdefenseareasandgivethemafacingthatmakestheirintendedusecleartoanyonewhoseesit.Usewallsorimpassableareastofunnelplayersthroughtheregionsyou'vedefinedascombatareas.
Aclearexampleofthisisthemap“Escalation”,whereteamsstartatthetopandbottomofagiantlinearstaircase.Fromeitherspawnposition,theplayerimmediatelyknowswhichdirectionthethreatwillbeapproachingfrom.There’sroomforlateralmovementandflankingalongthefront,butthegeneralfacingisalwaysthere.
THE“VISIBLEFLANK”
TheHolyGrailmomentswelookforinGearsplaytestsessionscomewhenaflankintentionallyhappens,it’sfairlyearned,andit’seffectiveandrewardingtoexecute.Theplayer’svisibilityasdiscussedaboveplaysahugeroleinmakingthishappen,especiallythebitaboutbeing“fair”andnotrandom.Whenplayersdie,theyneedtofeellikeitwasthroughadecisionoftheirownmaking,andnotthedesigner’scheaptrickoroversight.Playersarejustfinewithdyingifthey'relearningfromtheirexperience,orasaresultofsmartplaybyopponents,andnotjustfeelinglikeavictim.
Picturealevelmadeofmanytightroomsallconnectedwithrandomdoors.Thisisabreedinggroundforwhatisabsolutelythemostfrustratingscenarioyoucangiveyourplayers.You’reincoverengagedwithanenemy,andoutofnowheresomeonestepsoutofthedoorwaybehindyouandblastsyouwiththeshotgunpointblank.Youdidn’thaveachancetoseehimcoming,youdidn’thaveachancetoreact,andourlethalitymeansthatyouhavelittlechanceofsurviving…youwereavictimofarandomcarcrashandyourdecisionmakinghadlittletodowiththeoutcome.You’llgiggleaboutthisonceifyou’retheguywiththeshotgun,buttheguyyoushotwillmostlikelyneverplayyourmapagain,orpossiblyneverplayGearsagain(choosinginsteadtospendhistimerantingabouthowoverpoweredtheshotgunis).Dousafavorandavoidthis,willya?
But,howdoyouavoidthis?
Ifyoutakenothingelsefromthisdocument,takethis.Aplayerwhoispayingattentionshouldalwayshaveachancetoseeanenemyattemptingtoflankthem,andhaveachancetoreact.Insteadofusingstandardwallsformostofyourlevel’sstructure,considerusinglowimpassableareas,crevices,oratleastputmanygapsinyourwallstoallowanobservantplayerachancetoseewhat’sgoingoninthenextarea.
Flankingsomeoneshouldinvolvemorethanasplitsecondroadierunorevadetotheside,itshouldbeadeliberateactionandideallyrequireabitofriskorexposuretopulloff(pictureahighgroundflankingarea,butwithlittlecoverornogoodescaperoute).
“Gridlock”istheclearestexampleofthisconcept.Withtheabundanceoflowcover,linesofsightarerunningalloverthemap,allowingagoodplayertoconstantlybeawareofenemypositionsandpotentialflanks.“Mausoleum”deviatedfromthissubstantially,andasaresultplayerscanoftenfeelvulnerablefromtherearandflanksasunseenenemiesscatterthroughthemap.
“FUZZYCOVER”
Playersneedtofeelsafeincover.Theyneedtobeabletorecognizeusefulcoverataglancebeforemovingtoit,andcoverneedstobehavepredictablybecauseplayersdon’twanttoexperimentinthemiddleofafirefight.Whencoverdoesn’tfilltheseneeds,wecallit“FuzzyCover”.Examplesoffuzzycoverarefoliage,chainlinkfences,railingwherebulletscouldpassthroughtheholes,shortcoverwithslopedsidesthatresultinpartsoftheplayerbeingexposed,pillarsyoucantakecoveronthataretoonarrowtoactuallyprotectyoufromfire,smallalcovestheplayercan’tactuallyfitinto,etc.Coverneedstobeviableforprotection,orscaleddownsoastoremoveitasasafeoptionfromtheplayer’smind.Ifyou’rehellbentonmakingafancygratingorrailing,findawaytoputsomethingbehinditsoitisstillviablecoverforplayers,butyoustillhaveyourvisualsintact.
Fuzzycovercanalsocomeintheformofsolidcoverthatispositionedinawaythatsomeonecaneasilybesnipedoutfrombehindit.Forexampleifit’slikelythatanenemywillbefiringonacoverpiecefromaparticularangle,arrangethecoverasperpendiculartothatpositionaspossible,makingitasclearaspossiblewhichcoverisintendedtobeusedineachlikelycombatsituation.
“TrainStation”didthiswell,withmostcovercomingfromsimplegeometricstructuresthataplayercanclearlyrecognizeaspotentialcover.“Mansion”containssomefuzzycoverontheinteriorareas,wherecolumnsandrailingsoftenresultinplayersbelievingthey’resafe,whenthey’rereallynot.
LEVELFLOWAND“LURES”
Thereachablepatharea,or“flow”ofaGearsmapisnotnearlyaslargeandcomplexasyoumightseeinagamelikeUnrealTournament.ButthiscanmaketheflowandgenerallayoutofaGearsmapthatmuchmoreimportant.
Playersshouldbeableto“get”yourmapwithinamatch,ormaybetwo.Wedon’thavethekindofmobilitymanygameshave,sodon’texpecttheplayertoexploreyourmapthoroughlybeforetheyrealizehowyouexpectthemtoplayit.Often,aGearsmapwhenviewedfromabovewillbeassimpleasafigure8oranHshape.Planyourflowoutinadvance,anddon’tovercomplicatethisstep.Gearsisn’taboutzippingaroundacircuitousmaptimingpoweruprespawns.Mostofthereal“layout”ofaGearsmaphappensonasmallercombatscalewithinthebranchesofyouroverallflow.
Somethingwedohaveincommonwithlevelsfromothershootersthough,istheconceptofusinglurestomovetheactionaroundthemap.Twotofoursuperweaponsplacedstrategicallyinamapwilldefinitelyaffecthowthemapplays,andthiscanbeusedtoaidlongtermreplayabilityofamap.Alurecouldalsobeakeycoverstructure,orapowerfulflankposition,orascriptedobjectlikeabuttonthattriggersanevent.
Also,agoodcombatarenacanoftenworkfromseveralangles.AmapsuchasGridlockwilloftenseeafirefightrotateinorientation,occupyingthesamespace,butwithactionhappeningonadifferentaxis.
Lastly,lookatyourmapandthinkabouttheverticalityofit.Withourselectivelylimitedmethodsofmovingupordowntheseheightchanges,youcanusethesedifferencesindepthtoforceaflowaroundyourmapwithoutresortingtotallwalls.ButtherearesomebigramificationstoZ-axisdifferencesoncombat.Havinghighgroundonsomeonewilloftennegatelowcoverandalsoincreasesvisibility.Highergroundgivesyouacombatadvantageandyouneedtobuildinatradeoffunlessyouplanonthembeingallpowerfulfromtheirposition.Also,you’llhavetoadjustcoverheightandthicknesstodeviateslightlyfromthenormalstandardswhentryingtofireoveralow-coverbarrieratanenemybelow.
“Shallow”usedluresandflowtogreateffect.Thesniperriflesonth
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- 战争机器多人地图设计思路Multiplayer Map Theory 战争 机器 地图 设计 思路 Multiplayer