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Randomized Maps in Team Fortress 2 Explained

Given the amount of time that gamers have been playing the original Team Fortress, it's no wonder that Valve has designed the upcoming Team Fortress 2 with longevity in mind. One aspect of that design process is map layout: a randomization algorithm will reconfigure the map every time a game is launched. The result will be a multiplayer game requiring much more than simple map memorization and sniper rifle spawn camping. The post on Computer and Videogames offers a video featuring project lead Robin Walker describing the complicated process of making every random map work well. "As for how the dynamic maps work in practice, that was hard to judge. The match we played on Hydro, the first map to use this special game mode, was enormous fun. But as extensive as our playtest was, they didn't let us play on the map for three years, and that's the kind of heavy use under which this system should flourish. What we did notice is that this is not just a Battlefield type system with some control points 'locked'. When a point is not in play, routes to that section of the map are physically blocked off, so the physical shape of the map is different for every combination of points. That forces you to revise your mental picture of the map, and see it as fresh again."

6 of 133 comments (clear)

  1. Re:Nice by HappySqurriel · · Score: 4, Interesting

    That's been a long time in coming. Halo 3 multi-player developers take note...


    I don't think I'm particularly unique, but I have been thinking about this since Unreal Tournament was released ...

    If you designed a (very) large level with 4 or 8 seperate paths/areas then your level could be (somewhat) randomized or load balanced (depending on the number of players on the server) to maintain the fun. I could be wrong but I have always thought that when small levels become overcrowded, or large levels have too few players, the game is simply not fun ...
  2. Re:Nice by Mephistophocles · · Score: 3, Interesting

    Interesting suggestion - in fact, that creates the possibility of a middle-of-the-road approach to this - so that you're not just randomizing maps to get rid of campers. In other words, you do get rid of the camper problem and create some diversity to the map so that it doesn't get boring, but it's still possible to develop a good, powerful strategy for how to play it.

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  3. Dumbing down of FPSs by Mprx · · Score: 5, Interesting

    This is part of the ongoing trend to reduce the advantage of skill and make outcomes more random.

    The elements of skill at FPSs:
    1. Twitch
    2. Map control
    3. Enemy prediction
    4. Self unpredictability

    Twitch is pretty much dead now that FPSs are designed for consoles, and usually running at 30fps. Success at twitch requires good genetics (fast reaction time is critical), and obsessive training (so it can become subconscious, if you have to think you'll be to slow), so understandably it is not popular with all gamers. Therefore the game designers add autoaim and weapon spread to make it less important.

    Map control requires great memorization and 3d visualization skills. You need to know where every chokepoint, every item spawn, every enemy spawn is, and be able to instantly visualize every route between any two arbitrary points on the map. This isn't so limited by genetics, but if still requires a lot of effort, and again repels the "casual" gamers. Randomizing the maps makes this skill less important.

    At the tactical level, enemy prediction and self unpredictability are closely related to map control. There's a constant tension between needing to control the map and avoiding predictable behavior. Things like knowing high traffic areas to fire a rocket into without looking, and knowing where an enemy is most likely to appear after seeing them briefly all depend on map knowledge. These last two skills are not completely eliminated by random maps, only reduced to skill at highly local movement.

    Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement.

  4. Re:Nice by MetalliQaZ · · Score: 3, Interesting

    Soldier of Fortune 2 had randomized multiplayer maps many years ago.

    -d

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    "Here Lies Philip J. Fry, named for his uncle, to carry on his spirit"
  5. Re:I never understood. by LehiNephi · · Score: 4, Interesting

    Specific weapon and other item spawns are important for a few reasons. First, when you spawn and need a weapon, it's good to know where you can get one. It's no fun running around a map looking for a weapon while those who already have weapons try to snipe you. The same goes for health packs when you're hurt. Second, in many FPS games, well-placed weapon/ammo/shield/health spawns actually become a part of the strategy, particularly in deathmatch mode. I've never seen it personally, but apparently when there are multiple high-level players on the same map, they will often converge on (for example) the location of a shield pickup just as it is respawning. Third, a consistent map allows players to "get to know" it better. You learn where the good camping sites are, where a good hiding spot is, how to get from point A to point B fastest, etc. Yes, noobs won't know where everything is at first, but they'll learn quickly. That *won't* happen if the map is different every time.

    Some measure of randomness in a map, as this story illustrates, can add to the dynamic nature of a game. Blocking some paths and opening others on a given map can force a different strategy on a player or team without throwing them into an entirely alien environment. In other words, it forces adaptation while maintaining familiarity.

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  6. Re:Nice by twistedsymphony · · Score: 3, Interesting

    You know what's funny. Perfect Dark Zero does exactly that... it's just too bad the gameplay in that game is so kludgey that it's not worth playing, even with all of the ridiculously cool and unique features that game has to offer.