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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


My second suggestion is to provide the maps with secrets or actions that require complete mastery of the game. Such aspects of the maps are very rewarding for experienced gamers, who make up your target audience.

In this way, certain Far Cry maps include ideal places for snipers, whose positions are camouflaged by vegetation. In Chaos Theory, we included specifically designed locations for the spies to use when undertaking their most spectacular but also their most dangerous attacks: to catch a mercenary who crosses over a footbridge and knock him off into space. The Factory map contains mission objectives that are only reachable if the two attackers carry out an action in cooperation, a dangerous action, in the Versus multiplayer mode.


Attacker getting ready to grab a defender and throw him over the guardrail in Club House, one of the multiplayer maps provided in Splinter Cell – Chaos Theory.

My third suggestion is to plan a number of map events such as moving elements or destructible background sections. These events must respond to a gameplay objective and multiply the tactical opportunities; otherwise they will only have a superficial contribution to enriching the map. I have already mentioned map events that modify the gameplay in the Aquarius map, here are a few more:

In Factory, the attackers can turn on a digger and break down a wall to clear a path to a new mission objective (see the screenshots below). Besides being spectacular, this type of event is very interesting from the gameplay perspective. By hacking the digger, the attacker shows his presence and exposes himself to the defenders’ firing, but if his action succeeds, he enlarges the perimeter to defend and therefore makes his team’s job easier.

In Club House, the attackers can make new paths by destroying suspended ceilings or raised floors, but by doing so, they also give the defenders their position and enable them to throw grenades. In Bank, the attackers can hack consoles and cause lighting breakdowns or a jamming that disadvantages the defenders in the room that shelters the mission objectives. Because these operations can only be triggered away from the main room, the defenders must make a difficult choice: to defend these secondary objectives and weaken the defense of the mission objectives, or to concentrate the defense on the latter and bear the consequences of the hacking undertaken by the opponents.


In Factory, one of the multiplayer maps of the Splinter Cell – Chaos Theory Versus mode, two mission objectives are not reachable at the beginning of the game. They are located behind a wall. To destroy it, the attackers must hack the digger.

 


As soon as the digger is activated, the wall breaks down, giving access to two new mission objectives and increasing the space to be defended by 30%.

Practically all Chaos Theory maps, as well as those available for download contain this type of event. Highly appreciated by gamers, they are a tribute to the talent of the Ubisoft Annecy studio where the “versus” multiplayer modes of Splinter Cell - Pandora Tomorrow and Chaos Theory were developed.

In my next article, I will tackle the problems of map setting and game system, the design around the technical constraints and the design of a multiplayer game that is more accessible to a wider public.




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