You're literally an inspiration to me and I've learned more from you then I have from any classes I took in college in regards to level design. You are more in depth and better directed.
I didn't really get the reasoning behind designing the frequency and rythm of an "intersection"(moment for player to make a meaningful choice on where to go and why?). So basically each intersection should have options each with its own pacing, pro and cons that players will learn over multiple playtrought of the map? Since that if all intersection are the same then making a choice wouldn't really matter (unless you add the enemy player variable)?
speaking of teams, it is pretty simple to realize maps like that or at least get the idea how to realize em. But in case of FFA DM, which actions will happen in which places and how to create that basic layout ? Shall i just start with a circle and think of 3 "teams" to create that map?
That is quite a bigger topic but the best quick advice is to think of each spawn point as a one-man-team. The number of spawn points depends on the size of your map and what feels right to the game you are making the map for. Ideally treat each spawn point as equal as possible in terms distance to important points like control, weapons, armor, etc. At least that's how I would start it :)
Thank you for the detailed response! As a follow up, does that mean that an 8 player death match level can be broken up into a flowchart with 8 team starts? How would you diagram dynamic elements such as buttons that cause explosions in nuclear power point levels or teleporters in an alien space-ship level, for example?
Yes, 8 smaller team starts but again depends on the game. Dynamic elements are part of the flow. If they are making a huge changes (like a big explosion and lanes change) it might make sense to have separate flow charts like a pre and post state to make sure both work. Small ones like teleporters I usually have dotted lines and if it gets too much lines then just numbers or letters connecting the dots but that's personal preference.
Hello, thanks so much for the videos and for the original guide. Any particular high-level tips for small deathmatch/duel? I'm making my first map, for UT4. Thanks :)
Very interesting watch! Curious how you create a "high level" layout for asymmetrical multiplayer games. Take the game I develop for: Pirates, Vikings, & Knights 2. Three teams fight each other and battle for objectives. Booty is like CTF, territory is like control point and payload, and the other gamemodes are twists on deathmatch. I find simple, triangular layouts work best!
Without knowing much about the game I would also start with a triangular foundation for a 3 team game, but that is the low hanging fruit. The more tricky question is what else can you do. I suggest to a) look into other (un)even shapes and then start modifying them to the team specific (balancing) needs again b) a stronger push in verticality or c) move lanes around a lot, stretch them, bend them so e.g. teams end up next to each other but can't "touch" each other - In principle still a basic layout but to twisted around that it isn't very obvious anymore. Or of course a combination of all the ideas together. It is a tricky subject but I hoped it helped a bit :)
Fascinating stuff :) Our game is on Steam if you're curious and want to check out some of the official map layouts we've used. store.steampowered.com/app/17570
Content wise there is value to be had here which is why I generally like the video. But I could do without the cringe. The jokes feel forced and are barely related to the topic. That said, looking forward to the next one. :)
You're literally an inspiration to me and I've learned more from you then I have from any classes I took in college in regards to level design. You are more in depth and better directed.
Thanks a lot and very much appreciated :)
yeah, good info in this area seems sparse
Best video on this subject on UA-cam
Super pumped to watch this whole series!
I'm mesmerized by this man's voice
I like how graphic your series are. Very Nice!
What a wonderful video! Completely timeless.
Wohoo. That's what i was looking for
I didn't really get the reasoning behind designing the frequency and rythm of an "intersection"(moment for player to make a meaningful choice on where to go and why?).
So basically each intersection should have options each with its own pacing, pro and cons that players will learn over multiple playtrought of the map? Since that if all intersection are the same then making a choice wouldn't really matter (unless you add the enemy player variable)?
this is a really good video.
Thx, that helped me pretty much
well, the part started from 5:50 reminds me some AAA project working history
speaking of teams, it is pretty simple to realize maps like that or at least get the idea how to realize em. But in case of FFA DM, which actions will happen in which places and how to create that basic layout ? Shall i just start with a circle and think of 3 "teams" to create that map?
That is quite a bigger topic but the best quick advice is to think of each spawn point as a one-man-team. The number of spawn points depends on the size of your map and what feels right to the game you are making the map for. Ideally treat each spawn point as equal as possible in terms distance to important points like control, weapons, armor, etc. At least that's how I would start it :)
Thank you for the detailed response! As a follow up, does that mean that an 8 player death match level can be broken up into a flowchart with 8 team starts? How would you diagram dynamic elements such as buttons that cause explosions in nuclear power point levels or teleporters in an alien space-ship level, for example?
Yes, 8 smaller team starts but again depends on the game. Dynamic elements are part of the flow. If they are making a huge changes (like a big explosion and lanes change) it might make sense to have separate flow charts like a pre and post state to make sure both work. Small ones like teleporters I usually have dotted lines and if it gets too much lines then just numbers or letters connecting the dots but that's personal preference.
Thank you so much...
Hello, thanks so much for the videos and for the original guide. Any particular high-level tips for small deathmatch/duel? I'm making my first map, for UT4. Thanks :)
Oh sorry, just noticed someone asked exactly that in another comment.
No, worry, just let me know if you have something more specific :)
Very interesting watch! Curious how you create a "high level" layout for asymmetrical multiplayer games. Take the game I develop for: Pirates, Vikings, & Knights 2. Three teams fight each other and battle for objectives. Booty is like CTF, territory is like control point and payload, and the other gamemodes are twists on deathmatch. I find simple, triangular layouts work best!
Without knowing much about the game I would also start with a triangular foundation for a 3 team game, but that is the low hanging fruit. The more tricky question is what else can you do. I suggest to a) look into other (un)even shapes and then start modifying them to the team specific (balancing) needs again b) a stronger push in verticality or c) move lanes around a lot, stretch them, bend them so e.g. teams end up next to each other but can't "touch" each other - In principle still a basic layout but to twisted around that it isn't very obvious anymore. Or of course a combination of all the ideas together. It is a tricky subject but I hoped it helped a bit :)
Fascinating stuff :) Our game is on Steam if you're curious and want to check out some of the official map layouts we've used. store.steampowered.com/app/17570
Sounds good! I'll certainly have a look :)
I made a map in Hammer and now players complain that it is too big, there are too many options and it is maze-like.
It aged quite badly, but it's a cool video nonetheless
Content wise there is value to be had here which is why I generally like the video. But I could do without the cringe. The jokes feel forced and are barely related to the topic. That said, looking forward to the next one. :)
COD MULTIPLAYER IS SHIT CAUSE THEY HAVE THE SAME GAME MODES FOR MAORE THAN A DECADE WITH THE SAME MAPS.