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Features

Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design
Where Should I Go?
We have just seen a few techniques meant to assist the player in determining his position in the map. Let’s see now how we can help him understand where he should head to achieve his mission objectives.
Many multiplayer games ask the player to reach such objectives as to capture a flag, plant a bomb or hack a computer terminal. The player should be capable of identifying and especially guessing their target’s location simply by analyzing the map layout.
Two rules should be applied:
- The mission objectives, or a related setting element, should be visible from far away
- The mission objective itself should be clearly distinguished from the surrounding environment.
The flag poles in Battlefield perfectly apply these two rules. If the game imposes more discrete mission objectives, such as planting a bomb, it is possible to associate a large object such a radio aerial to the objective itself.

The location of game objectives cannot be made easier than in Battlefield.
We have seen that it is pretty simple for outdoor game objectives. However, it is more complicated for indoors objectives because the players can’t see though the walls. The solution is to create an obvious link between the map layout and the objectives. Thus a map designed around three areas will contain one objective per area. As soon as the player understands that there is one objective per area, it will be easier to guide him to the objective, as soon as he gets to the right area. The second rule, which consists of mission objectives that are slightly different from the surrounding environment, will direct the player toward his target.
These rules were successfully applied in the Deftech map of Pandora Tomorrow. The mission objectives are distributed in three separate buildings. They are all located on the first floor. Although the map is huge, very few navigation problems were encountered during the playtests. While I was supervising the playtests, I noticed how quickly the players were learning to navigate.
I will finish with a comment on using overlay icons as an aid to navigation. We widely used them in Splinter Cell - Pandora Tomorrow and Chaos Theory, but their efficiency is questionable. In fact, when indoors, they often tell players to go straight through the walls, as they indicate the shortest route. These icons may be useful, but do not represent a miraculous solution to the navigation problems and could disturb the player by overloading the screen.
How Do I Get There?
There is still a challenge in terms of ease of navigation: to help the player understand what paths he can take to reach his mission objectives. The best solution is to show him both the objectives AND the means to get there at the same time. One way to do this is to design maps with average-size areas and give the attackers the possibility to have a panoramic view. In the example below taken from the River Mall map, a very popular map available for download for the Xbox version of Pandora Tomorrow, the attackers start their infiltration through the top of the first area. That way, they can see mission objectives, marked by overlay icons, and all the paths that lead to them: staircases, footbridges etc.

In River Mall (Splinter Cell – Pandora Tomorrow and Chaos Theory), the attackers can see both their game objectives and the means to reach them.
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