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Features

Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design
Challenge 3: Fun Maps
The biggest challenge for us is to create a fun map. If the rules described in the previous parts are applied, all maps would resemble each other, but all gamers like to be surprised and challenged. From the gamer’s point of view, having a large number of maps that all look alike is less satisfying than a smaller number of varied maps.
My first suggestion is to use diversity as much as possible. In Chaos Theory, we made it a key point to search for original graphic themes: the Aquarius map represents an oceanographic museum, Orphanage takes place in an old abandoned school in the middle of a forest, the theme of the Missile Strike is an old bunker complex, etc.

Orphanage: a map of Splinter Cell – Chaos Theory

Missile Strike: a map of Splinter Cell – Chaos Theory

Aquarius: a map of Splinter Cell – Chaos Theory
But diversifying the graphic theme is not enough. It is also necessary to differentiate the gameplay offered by each map. Thanks to the wealth in game design, we were able to bring diversity that is unusual for multiplayer maps. Each map forces the players to adapt their tactics in function. The table below summarizes the main features of the Chaos Theory maps from the gameplay perspective.
Aquarius |
Open map. Various types of mission objectives are available. The taking over of one of them affects the defending of the map. |
Clubhouse |
Open map. Many destructible background elements. |
Factory |
Open map. Certain mission objectives are only available thanks to the concerted action of the two attackers. |
Missile Strike |
Linear map. Various types of mission objectives are available. |
Orphanage |
Linear map that provides a large outdoor area. |
Station |
Linear map that begins with an assault area. |
A year after the release of the multiplayer version of Splinter Cell – Chaos Theory, all its maps are still being played.
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