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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.

2 of 24 comments (clear)

  1. halo by thejrwr · · Score: 2, Interesting

    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)

  2. Random object placement by modemboy · · Score: 2, Interesting

    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...