Today I will be looking into the "Do's and Don'ts" of multiplayer map design. Being a consumer of FPS (First Person Shooter) games strictly for online multiplayer purposes, I'm pretty confident in having an eye for what makes a good or bad map, but I did a little bit of digging to get the inside scoop from a more professional perspective.
This link is for an article regarding things to consider in multiplayer map design, giving tips on how to make your map more durable for play-time, as well as tips for player navigation.
Being a FPS player, I plan to design a map for that particular genre and play-style. The things I will be taking into consideration Include:
- FOV (Field of View): Trying to place objects and buildings knowing that the player will be viewing in First Person, and understanding what they will or won't be able to see in any location.
- Minimizing Weapon Advantages: Being a FPS player, one of the most frustrating things is having a map that over compensates for a specific weapon type, or making others completely redundant.
- Removing Blind Spots: Anyone familiar with the genre will most likely be able to stress how annoying particular points of the map are that encourage 'Campers' or 'Glitchers'.
- Map Variety: The main feature I would like to build my map around is balance, but I would also like to create a map that is visually diverse, without providing tactical advantages to any given team.
Next I will be looking at 'Tactical Overviews' of maps I've recently spent the most time in (CoD:MW3), then moving on to games that provide more Sci-Fi elements such as Crysis2, Halo, and Killzone.
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