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.
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.