Slashdot Mirror


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.

4 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. Accessibility by Thansal · · Score: 2, Insightful
    Accessibility. Navigation in a map should be clear.


    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.
    1. Re:Accessibility by Firefly1 · · Score: 2, Insightful
      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...)
      According to a colleague of mine, de_dust has managed this precisely because of its simplicity. But then, he also opines that CS itself remains popular because it's very forgiving of run-and-gun, kick-in-the-front-door gameplay... you know, the sort of thing which in a franchise like Rainbow Six or Splinter Cell, leads far more often than not to quick death.
      One interesting way to solve the 'everyone-and-their-dog-knows-this-map' problem is presented by the planned Rogue Warrior game (reference URL escapes me at present, but it's an IGN article). Therein, each MP map is comprised of three segments: one choice by each involved team, and a third chosen randomly.
      But then, I'm one of those people who was glad to see silenced weapons and stealth kills introduced in GTA: San Andreas (and, conversely, disappointed that they didn't make it into Saint's Row).
      --
      - White Knight of the Order of Mihoshi Enthusiasts
  3. 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...