Splinter Cell's Multiplayer Map Design
simoniker writes "Splinter Cell: Double Agent lead multiplayer level designer Pascal Luban has up an article at Gamasutra examining how to design a long-lasting multiplayer game level. He explains the top three attributes he bears in mind: 'Durability. A map should withstand thousands of game sessions without letting players feel bored. It must provide continuous tactical challenges... Accessibility. Navigation in a map should be clear. Remember that complex map design is one of the main difficulties a new player is confronted with... Entertainment. This need is obvious, but its rules are difficult to define.' But what are the best multiplayer game maps ever created, and why?" I'm not sure about 'all time', but we talked about some really good ones last Friday.
this is why halo -online is so, well good. the maps are not boaring at all, there are always spots that no one has ever tried, a good map is the key! (This is just my view tho)
"Accessibility. Navigation in a map should be clear."
Unfortunately this isn't true in Chaos Theory. Try pulling up the map and corellating that with your present position. Now the SP maps aren't bad because I'm always finding a new way around the map.
Grasslands and Cave, nuff said.
This is mostly on topic, but not about multiplayer. I've been playing Double Agent for the last few days (on the Xbox) and I must say that I'm enjoying it immensely. I'd strongly suggest to anyone that enjoyed the first few games rent it and give it a try. Even many of those who have never played the franchise will probably find it a great change in pace. The best part is that Ubisoft hasn't tried to reinvent the controls for each game. If you played any of the previous three, you can pick this up and start playing without any problems.
:)
Having just finished the Halo 2 campaign on Heroic, it's an incredibly stark change from running and gunnning to slowly sneaking through the dark until you're close enough to break your adversary's neck. Much fun
"What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
/)
...In GoldenEye. I loved planting proximity mines just around the corner and then BOOM! Couldn't see it coming.
try { Signature mysig = new CleverAttempt(); } catch(NonCleverSignatureException e) { postanyway(); }
I actualy think they only got it half right on this one. The basic routes should be clear and easy to get around, however there should be LOTS of strange ways to get around, and these should be hard to find/navigate. This holds especialy true for stealth based games like SC (I have only played the Pandora Tomorow multiplayer, nothing else). lots of different enterances/exits and ways to get to/from said points. Sniping locations, ambush spots, etc etc, the more of these things there are the better.
For the not stealth games you still need to have lots of routes to/from key locations, and lots of interesting locations. Be it a large desert type map (BF sieries) that has ravines/hills/rocks to hide in/take cover behind/etc, or a indoor wwarehouse with multiple enterances/exits and places to take cover.
Variety is they key to making a GOOD map.
Then again, de_dust proves me wrong. 2 paths, one of them sorta splits, with 2 bomb locations. Why dust has managed to stay as one of the most popular CS maps I have no clue. (admitedly I don't know why CS has managed to stay so popular...)
Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
And the Militia map on Counter-Strike was pure gold to me.
Future ruler of a small Asian-Pacific island
Level 1-1. Can't beat it. And I'm horrified to see that Doom wasn't even mentioned until now. Young'ins sheesh.
All is prevelant in the world...
When oh when will some games start coming out with random object placement on MP maps. I want a level where the box that you can hide behind isn't in the same place every time, where the blown up car is on the other side of the street. Maps are too static and it leads to people camping in 1 or 2 good ambush spots every round. Switch up the objects and all of a sudden attacks aren't coming from the same place every time. It is simple and effective, I don't know why it isn't used more...
"It is simple and effective, I don't know why it isn't used more..."
You're in a dead-end alley. A tall box that wasn't there last time blocks the other end.
Climb
You can't climb. It's too tall
Dig
The ground is too hard.
Panic
You run around in circles till you drop from exaustion.