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By Pascal Luban
[Author's Bio]
Gamasutra
November 8, 2006

Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design

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Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design


3.) Increase the number of events in the map, especially those that make the players change their tactics. The Aquarius map, available in Splinter Cell – Chaos Theory, is a good example of the use of events. In my previous article, I explained how certain ill-considered actions of the defenders open new possibilities of infiltration to the attackers in this map. But Aquarius also provides other map events that have a direct impact on players’ tactics.

Each time the attackers take over one of the five mission objectives of the map, they trigger an event in the map that handicaps the defenders: smoke release, unlocking of doors, lights turning off etc. All Splinter Cell – Chaos Theory maps, as well as the two maps available for download for Pandora Tomorrow, are full of interactions like these. Experience shows that gamers really appreciate this extra dimension of gameplay.


A room in the Aquarius map (Splinter Cell – Chaos Theory) in its normal state. It is well-lit and provides few hiding places for the attackers. It is a “safe” room for the defenders..


Here is how the same room looks when the attackers reached one of their mission objectives. The darkness of the smoke makes the room very dangerous for the defenders.

The game design itself must contribute to the map durability, by producing features that acquire their importance according to specific elements of level design. In the Assault mode of the multiplayer version of Far Cry, engineers can build fortifications or turrets in predetermined locations. This game design feature makes sense when the level design provides locations where these buildings offer a real tactical interest. Thus, a turret may cover an access path or a wall may block an entry to allow the defenders to concentrate on other entries.

Challenge 2: Maps Where Navigation Is Clear

The second challenge a multiplayer map designer should respond to is accessibility. It’s a major problem for players who discover a new map, and especially for beginners. Designers should keep in mind that the stress and the game rhythm decrease the player’s capacity to properly analyze the setting.

The objective of the level designer is to design the map in such a way that the player can always answer three basic questions, regardless of his location:

- Where am I?
- Where should I go?
- How do I get there?




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