Cliff Bleszinski, Epic Games
I've decided to whip up a few design tips that I often wind up telling up and coming level designers repeatedly. I figured I might save myself, and others, some time by posting them. They're mostly Unreal Tournament specific, but they might be found useful for other FPS titles. I use a lot of these mental guidelines to judge whether or not a map will appear on the 0wnage. So, without further delay, here they are!
Put more valuable weapons like the Flak and Rocket Launcher in higher risk areas. Try to space the weapons as evenly as possible; make sure the great weapons are at opposite ends of the map so that players have to run the map in order to control it. The same goes for the powerups, such as the Amp and Shield Belt. Put them as far apart as you can!
Impact Hammer jumping for an armor vest isn't worth the effort. No
one will go for that. However, doing it for a shieldbelt or damage amp IS worth it!
There is a direct correlation between the size of an area and what
weapons are effective in this area. Tighter areas make the flak more valuable, more open
areas make the sniper rifle and minigun better. The homing mechanism of the RL is very
useful in large areas as well.
Let decorative actors do the work for you- use light fixtures,
sconces, and pipes instead of building them into your world. The lighting can be tricky to
match up but the end result lets you use more of your limited world poly budget on what
really matters- architecture!
If youre going to use the Redeemer, make sure your map has
room to fly the damned thing in! The weapon switches from FUN to ANNOYING really quickly
when it is used in really tight maps.
The location of playerstart, or spawn points, should not be an
obvious thing to players. I did this in the original Elsinore, and it was a mistake! You
should do this with weapons, but if you do it with playerstarts then youre only
encouraging spawn killers.
Personal Preference: I really loathe walls that slope up and away
from the player. When you run through hallways like that and you catch on the sides you
tend to ride the wall a little and movement is very slippery and jerky. This
is cool in some spots, such as a sloped wall thats on one side of a room, but in a
long, winding corridor it can be irritating. (an Elsinore mistake!)
Try to avoid room, corridor, room syndrome. Try to make
your rooms interlock nicely with one another.
Good DM levels have multiple entry and exit points to each room.
Dead ends should be avoided, unless theyre carefully used with a highly desirable
goodie. Good DM levels also have a lot of variation in height so youre constantly
above or below your opponent.
Make sure the bots work well in your map. I find that starting a
match as a spectator with one bot in a map and watching him repeatedly will often reveal
problematic areas that can often be fixed just by moving a pathnode around.
Try to have a spot for nearly every weapon. Every weapon has a
situation for it as well as a player who loves it.
Personal Preference: I dislike the Keg O Health in
deathmatch. Its very frustrating to not have any visual indication of such an
impressive defensive system. Thats why the shieldbelt works so well, you can see
that they have this great defense as you try to strip it away from them.
Personal Preference: I hate lifts that stay up too
long. I like maps that let them stay up two seconds or less, and then they come back down.
This gives the guy youre chasing enough time to get away from you
but not too
much so if youre good you can hunt him down still!
Try to avoid lifts where your head hits something and the lift
returns to its original position. Make sure the lift well is clear of
obstructions!
Never make a lift crush a person. Its a slap on the
wrists form of design that pisses off the gamer.
Avoid areas where you can get stuck in the walls. To
test for this try running around your map facing away from all walls and see where you get
hung up and fix it! You can use invisible collision hulls or blockall actors to accomplish
this. I see this stickiness a lot with torch holders. Move those babies UP
above the players head!
Deep thought: A theme maps gameflow is dictated by its
architecture, a hardcore maps architecture is dictated by its gameflow.
Personal Preference: I prefer maps that have a sense of theme and
have gimmicks that dont mess with the gameplay. A good example of this would be the
snow in Zeto, or the cool lava outside Liandri.
Use a program like Lightwave or 3dStudio MAX to build your
outdoorsy areas in.
Basic Geometry Tip (that a lot of people tend to miss!) Avoid large, flat surfaces. Try to break up walls, floors, ceilings with supports, recessions, decorations, windows, doors, etc Sounds simple but a lot of newbie mappers miss this.
Use audio cues in your Deathmatch maps. In Turbine I put health
vials near the lifts so you can hear when someone is about to get on the lift and
anticipate their moves. Also, you can hear the armor being picked up in the air duct above
the Shock Rifle area, so often youll know that theyre going to drop down. (A
smart player, of course, knows this.) Oh, another favorite audio cue is the infamous
sloshing through knee deep water trick. Put some shallow water somewhere in
your map and players will be able to hear others as they move through it.
When using ambient sounds in your map, try to use subtle ones. This always used to drive me crazy in Tundra- the looping of that wind drove me to kill many small puppies.
Try to have contrast with your lighting. Dark, shadowy areas that
alternate with bright spots of light are visually pleasing.
I hate ambient zone lighting. It washes everything out terribly.
You can get away with it in some bright, sunlit maps, however.
You can use CYLINDER lights to create nice sharp circles of light
on the floors and ceilings of your maps, but dont depend on them. They tend to light
player actors very poorly. Try to use a combination of regular lighting and cylinder
lights in special areas.
Dont be an idiot with your colored lighting. If youre not sure about how to light an area well with colors, stick with white lighting. You can seldom screw things up that way. Sometimes subtle color is the best kind, a saturation of 222 will work wonders with a light.
Our target node/poly count for UT was 160 polys/350 nodes. (gasp!)
To keep your map running on crappy computers, Id suggest sticking to these
limitations. There are a number of other factors that can slow your map down, such as
stupid use of dynamic lighting (flickering lights that cover a large area) or bad
occlusion (a map thats too open) but if you stick with these guidelines
youll generally be okay. To see these stats hit TAB and type STAT FPS.
You can see other statistical information by hitting TAB and typing STAT GLOBAL.
In a Capture the Flag map, I prefer symmetrical maps. Asymmetrical
maps are just a big pain in the ass to balance, and even when the map is perfectly
balance there will be gobs of people out there who disagree.
Flag Bases in a CTF map are a tricky thing. Try to make sure that
your flag base is fairly large. This prevents someone from just slipping in and sneaking
out with your flag without you even noticing, or stalemate matches where people cannot
even get into the flagbases. Try to have multiple entry points into each flag base, and
have the flag up in a central location as the focal point of the room. I like maps that
have camping platforms around the flag so you can ambush the bastard who is trying to
steal your flag!
Try to have multiple routes to and from the flagbase. That way,
when someone grabs your flag you wont always be sure where theyre going.
Try to not spawn players right in the flagbase next to the flag. Its
really annoying to kill someone while going for the flag only to see them spawn right next
to you and gun you down with the default gun.
A good Assault map has a sense of progression. If the attackers
make it past a certain point or complete a tough objective, reward them by allowing them
to spawn further in the map!
I like Assault maps that spawn the defenders in a room where they
can teleport, one way, to any destination in the map. That way, when the attackers breach
an area and manage to advance, the defenders can get there to have a stab at defending
this next location.
Assault is closest to the traditional Single Player gaming that we all know. So, when an objective is completed, go crazy with scripted events and exciting stuff. It provides great payoff for a job well done by the attackers.
A good Domination map attempts to have all Control Points
equidistant from one another.
Domination points should be set up like the flag in a flag base. They should be the focal point of a room; they should be set up so that they have lots of defense points around them as well as multiple entry points to the room.
(c) 2000 Cliff Bleszinski. Not to be reproduced without prior written consent.