Competitive Level Design Guide pg2
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Contents |
Level Design Considerations
Purpose
This section will focus on the other aspects of level design besides gameplay. These aspects, however unrelated they may seem to be, will still be directly or indirectly related to the gameplay of the map.
Architecture
This topic is often misunderstood by many mappers. Many mappers love the kind of architecture that makes the map more "pretty" while the players want the kind of architecture that makes the map more interesting to play in. Often times, mappers have the false idea that players want completely empty rooms with "padded walls" when in fact the opposite is true. Now, when I say architecture, I'm talking about any brushwork that the player can interact with or move around which will result in more interesting play. Well placed architecture can provide players with a number of things such as cover, higher ground, lines-of-sight, and trickjumps. Here are some ideas to help you when doing architecture:
- Cover
A simple pole or obstruction in the middle of the room (such as in q3tourney2) can make an area a whole lot more fun to play in. Players hide and seek around the obstruction taking quick shots at one another. Castle-wall type structures (also could be bars in a window) also provide an interesting dynamic to the gameplay of a map. As players walk by, they are exposed every so often because they are not behind a structure.
- Cover
- Higher Ground
Simple deviance in elevations can greatly change the way an area plays. A few stairs here and there to change the height of one area over another make for better fights in general. Just be careful not to make your floors too "bumpy", otherwise players will get annoyed at not being able to aim correctly.
- Higher Ground
- Note: One thing to watch out for when doing your level is low overhangs such as doorways. Its not usually good to be speeding through the level only to run your head into a doorway that's 16 units too low.
- Lines-of-Sight
Fully detailed levels can provide for more interesting play if they can give the players better angles in which to attack from. For example, an L-shaped hallway with completely flat walls will not be as fun as if the hallway's halls were riveted and the corners were rounded off a bit .If this were to happen, when players are at opposite ends of the L-shaped hallway, the architecture would allow them to fight better by shooting through the rivets or bouncing grenades off the angled walls. Here is a pic in case you didn't catch what I was saying:
- Lines-of-Sight
- The top drawing shows the flat-walled cornered hallway. The only option the players have is move forward into sight in order to fight their opponents. The second drawing however, shows the more detailed walled, angled cornered hallway. The green represents the "riveting" in the wall which can be shot through at certain angles/heights. Players now have more angles to shoot their opponents from without giving away cover, and also may bounce grenades off the angled walls or use splash damage more effectively.
- Trickjumps
One of the best things that the mapper can unknowingly do when adding architecture is to give the players more options by trickjumping. More will be said about this later on in the guide, but for now, know that well placed architecture will inevitably spawn trickjumps. For example, any small changes in height such as stairs will automatically allow the players to double-jump off them (in CPM of course!). Any ramped brushes such as trims will also allow the players to reach areas they couldn't before hand. For this reason, adding ramped trims to the sides of stairways can often be a way to introduce more trickjumps.
- Trickjumps
Clipping
Closely related to architecture, clipping is often overused in levels. Its really not all to hard to know when to clip. Here is the key thing to remember:
The clipping of a level should match the visual
This means that if it looks like a player should be able to get caught on a light fixture, don't clip it off! If it looks like a player can get up on top of a roof, don't block it off! So when do you use clip brushes?
- Clip bumpy floors to smooth them out. Players never like it when they can't aim due to being constantly jumbled around while running along.
- Use angled clips to smooth out certain details jutting out from walls. Just be careful not to use it too extensively.
Aesthetic
Just a few notes about the aesthetics of a map. First of all, many mappers have a misconception that players care nothing for the aesthetics of a map when in fact they do. They like a good looking map just as much as the rest of us. But the crucial difference is that they care for the gameplay of that map a lot more than its looks. Also, when developing the aesthetic of the map, make sure to test it out in different configs to make sure it works. For example, a higher picmip setting on some textures could potentially wash out any distinguishing features–therefore making it harder for the player to navigate the level. Another thing that aesthetic is good for is to mark different areas of a map. Things such as weapons, items, different rooms, and floors can be marked with distinguishing textures to allow the players to navigate the level better.
So don't feel confined to doing the same old plain gothic aesthetic. Feel free to make your map good looking and well playing at the same time. Just be sure that the aesthetic never hurts the playability or performance of the map.
Lighting
Lighting is closely related to the aesthetic of a map. The brightness of the lighting in a map has been discussed between mappers and players frequently in the past. Mappers argue that they want their maps to have moody atmospheres, and players just want to be able to see their opponents. Lighting however, really shouldn't be that big of an issue. In a standard competitive player config, pretty much any map will be bright enough, and if it isn't, you are doing something terribly wrong. So just develop the map to look good in lightmap mode, and every once in awhile, check it in a player's config to make sure it looks okay in vertex mode.
As long as the lighting has no affect on the gameplay, feel free to do whatever you want with it to make it look good in lightmap. Once players start complaining about dark areas in the map, you better get it lit.
Performance
Here is another touchy issue for the mapper. There is that magical ratio between performance and looks that every mapper must attain with his map. For the competitive tourney mapper, he must always be watching out for poor performance throughout his map. So how do you know where to stop adding detail and start optimizing? The best way is to have the map tested on a number of different systems in order to see if there are any slowdown areas. Many mappers rely on the r_speeds tool, but this doesn't take into account a number of other performance hogs such as fill rate and overdraw. For this reason, checking the framerate in conjunction with checking the r_speeds is the best method for you yourself to test the map.
- Things to watch out for:
- shaders with multiple stages can greatly increase the amount of fill on the screen.
- texture use: check imagelist and make sure your texel count isn't too high. What's too high? Compare with other maps.
- overdraw will result in extra tris and pixels being drawn. Hint/build properly.
- as a general guide, r_speeds usually need to stay below 7 or 8k
- in major areas that will see a lot of action (not that kind of action...), watch out for slow downs with both players in there spamming each other.
- speaking of spam (mmm... spam), if you decide to have the PG in the level, watch out for slow downs with that weapon
- often overlooked, if you are wanting the level to play well with bots, make sure to simplify the map with botclips as much as possible. Also, if you can, try to clusterportal the map. This will relieve the CPU a bit and will hopefully make the map play better with bots.
Other Considerations
Trickjumps
While it isn't necessarily required for a level to have trickjumps, they do add certain extra dimensions to the level. Trickjumps allow skilled players to be rewarded (in the form of an item or strategic advantage) taking jumps or risks they normally wouldn't. Trickjumps also add to the "cool factor" of playing a map and watching a demo of the map.
Creation
This is one main question about trickjumps that needs to be answered however. Do you, the mapper, knowingly add trickjumps to your map, or do you allow the players to find the jumps themselves? It seems as if everybody has a different opinion about this. On the one hand, players like to discover trickjumps on their own. Obvious trickjumps that look like the mapper put them in are never as good as the player found trickjumps. But on the other hand, its extremely difficult for the mapper not to know about the trickjumps in his map. Unless of course, he's a bad Q3 player. :) So this still leaves us with the question of what to do about trickjumps. I personally think the best way to go is to make the map in such a way that there will be trickjumps that are somewhat obvious (although not forced) and then there will be trickjumps which will be brought up to the surface as the map gets played more. This is one of the many marks of a great tourney map. If the map has been built right (plenty of architecture, not "padded-walls"), trickjumps should show up.
Types
Promode has introduced a number of new possibilities as far as trickjumps go. If you're not an avid player of Promode, yet still want to map for it (is this possible? :)) then you'll want to know the trickumps available. There are a number of articles written which explain the Promode physics and the new trickjumps associated with it. If you really want to get in depth about trickjumps, you'll want to read these:
- Promode Movement: Art Meets Science (promode.org)
- Promode Movement (cpma.org.uk)
Here are the basic trickjumps (for explanations on how to do them, see links above) you'll need to be aware of:
- Circle Strafe Jump
Allows players to jump very far distances such as gaps. This can allow for players to take shortcuts or to surprise their opponents. CPM1A's jump from upper YA to opposite path is a good example of this jump in which players can exit quickly after grabbing the YA.
- Circle Strafe Jump
- Double Jump
Allows players to jump greater heights using any varied height surfaces like stairs. A good example would be on CPM3–going from the lava walkway up to the RL using a double jump. Also, since a double jump is due to the player jumping consecutive times in under 400ms, very low ceilings can allow the player to double jump. (e.g - q3dm14tmp)
- Double Jump
- Ramp Jump
This jump is another addition of Promode. When players jump off of a ramp, if the ramp is sloping up they will gain vertical speed and if the ramp is sloping down they will gain horizontal speed. The steeper the angle the more effect it has on the movement (up to 45 degreees atleast) This presents a number of possibilities to the map.
- Ramp Jump
- Double Ramp Jump
A combination of the double jump and the ramp jump, this trickjump can launch players in many circumstances. It was used extensively on CPM4 with ramped lights, allowing players to get to higher levels quickly.
- Double Ramp Jump
- Tele Jump
This is essentially a double jump going through a teleporter. The jump allows the player to gain speed quickly after teleporting, or to get to different areas of the map quicker .For example, on CPM1A and CPM3 players can reach areas otherwise impossible to get from that location. In order to allow tele-jumps, make sure the teleporter destination is on the ground and not floating in midair. Also make sure there is nothing in the way for the player to bump their head on when jumping out.
- Tele Jump
- Framerate based jumps
DO NOT include framerate based jumps in your map. Most often, these come in the form of the 64-unit jump like the one in q3dm13 to the MH. Pmove_fixed has partly fixed this problem, but its still not a good idea. (Note: Framerate no longer affects movement in CPMA - Newborn)
- Framerate based jumps
In-Game Sounds
Adding target_speakers to the level to generate ambient sounds is not usually a good idea. It will only serve to hinder the gameplay, so its best to leave them out. Players need to concentrate on their opponents and the sounds associated with them picking up items–not on world noises.
World Dangers
In the right situation, the addition of world dangers can further the gameplay of a certain part of a map. World dangers include lava, slime, void, and traps. Often if the mapper decides to include a world danger, he should place it around an important item like MH or RA.
- Lava/Slime
Probably the only world danger the mapper should use. Not every level should have this, and when it is used it should be used sparingly. Proper placement will result in making an area of a map more dangerous than others because the player has to risk falling in and hurting himself. Two consideration go along with this. The mapper has to decide how much the lava/slime will hurt the player, and he has to decide how hard to make it to get out of the danger. The dangerousness of the area will of course increase depending on how much hard it is to get out of the lava/slime.
- Lava/Slime
- Void
Probably shouldn't be used. Players get annoyed when they are in the lead, are full of ammo and weapons, and stacked up on armor–and then fall into the void.
- Void
- Traps
Unless you can conceive an ingenious trap which will further the gameplay of the map, its probably not a good idea to add any kind of traps. This usually will lend to slow gimmicky gameplay.
- Traps
Spawnpoints
First of all, read over Hoony's spawnpoints article here. It explains everything quite well, and the inherant problems associated with the current spawnpoint system. Besides that article, there aren't really any concrete rules on placing spawnpoints. So I'm just going to describe some of the effects that may result from doing the spawnpoints a certain way.
- Amount
No, there is not a magical number of spawnpoints you should put in your map. Just know that fewer spawnpoints (lets say under 8) will often result in more spawn-raping. But then again, more spawnpoints could make it more likely for the down player to spawn directly in front of his up opponent therefore giving him a free kill. Note that spawn-raping isn't always necessarily a bad thing. That is one of the things that made dm4 such a great level–the frag runs that could be had by the experienced player. So if it's a type of level where you want more spawn-raping to occur, than lower the spawnpoint count.
- Amount
- Location
Once again, it comes down to what you are wanting in your level. If most of the level is open and railgun spawn-raping is a problem, it might be a good idea to put more spawns in untraveled, unexposed areas. Generally you will want to place most spawns in less traveled areas anyway. Also, make sure to keep them near walls and out of major pathways–otherwise you might get unwanted spawnfrags.One other thing you can do is place spawnpoints on major items such as armors or the MH. This works effectively in maps such as CPM1A and CPM3 because it gives the down player a better chance at survival if he happens to spawn directly on an armor/MH.
- Location
Vertical Transport
Teleporters
Teleporters are probably the best mode of vertical transport when going a somewhat good distance. In recent Q3 maps, it seems as if mappers have almost been afraid to use them, instead focusing more on jumppads. Teleporters are good however, because they keep the flow going better than jumppads. This is because jumppads create stop-and-go type play. Some of the best tourney levels have a number of teleporters, for example dm4 had 5, and aerowalk had 4.
Two problems you should be aware of appear when putting a bunch of teleporters in your map. First of all, players can get confused as to which teleporter takes them to which area, thus steepening the learning curve of the map. Not really all that big of a problem since you're not designing the maps for newbies, right? :) The second problem that arises with the addition of teleporters is the possibility of telefrags. This problem occurs most frequently when the map has reciprocal teleporters. So does that mean you shouldn't include 2-way teleporters? That really depends on the map. CPM3 contains a good implementation of a 2-way teleporter set in that the teleport destination is off set from that actual teleporter by a strafe jump. Some players think telefragging completely ruins a map, while others think it adds strategy to the area. So if, in testing the map, the players complain about telefragging, you might want to reconsider your teleporter system.
Jumppads
Jumppads are a relatively new addition to tourney maps which Q3 introduced. If you do decide to use jumppads in your level, you must be very cautious as to how you place them. First of all, as mentioned earlier, jumppads often create a stop-and-go type flow, which ends up slowing down the map. Secondly, jumppads can render the player useless and open to any rails that his opponent can get in. With those issues in mind, here are some general rules to abide by when placing jumppads:
- Flight Cover
Unless you're purposely wanting to make a jumppad dangerous to use, you'll want to make sure the jumppad has some kind of cover from enemy line-of-sight. Not necessarily the whole flight, but at least part of the flight. See CPM1A for an example.
- Flight Cover
- Height
Know when you should be using jumppads as opposed to some other form of movement. If the player just needs to go up a half a level or so, stairs are usually a better mode of transportation. If the player needs to go from the bottom level to the top level, a teleporter might serve better.
- Height
Elevators
These kind of got left in the dust after Q2 when Q3 added jumppads. One of the things that was holding them back from being used more extensively in Q3 maps was the borked up sound associated with them. Luckily, arQon has fixed this in his recent CPMA build. Now mappers can associate any sound he wishes with the elevators.
So what are elevators good for? They are somewhat multipurpose in that they can serve as vertical transporters for relatively small height changes or multilevel height changes. They also add strategy to the level for two reason. First, players can now hear where their opponent is going depending on what elevators their opponents take. Secondly, players can deny their opponent vertical transport rights by sitting on elevators or guarding elevators. Because of this, make sure that it doesn't hurt the gameplay if a player does do this. Just make sure you tweak the speed of the elevators to fit the gameplay. Nobody likes going up an elevator for what seems like an eternity.
Q2DM1's main atrium elevator is a great example of what a lift can add in terms of gameplay. Many an intense fight has occured on that elevator due to a down player running away from his opponent by trying to get to the top of the map. Another good example is the lift in the recent Q3 map FFDM2. This lift is the single vertical transporter in the room, making it a heated point of battle. A player from below may hear his opponent go up the lift and rocket-jump up to meet him with a shotgun blast to the face.
Stairs
Ahh, the old standby–stairs. Stairs should probably be the most used vertical transport, especially for small height changes. Stairs keep everybody moving and don't hinder gameplay at all. They also can provide for more possibilities for player movement such as trickjumps and so on. Some guidelines:
- Stair-Height
Long flights of stairs usually disrupt the gameplay of a map. Stairs work better for shorter height distances. Replace with a different mode of transport if need be.
- Stair-Height
- Step-Height
Q3's maps pioneered the 8-unit step height. Recent tourney maps seem to have gone with larger step heights such as 12 or 16 units. Once you do go with a certain step-height, try to maintain some consistency with that step-height throughout the level. Also, remember that higher steps make it easier for players to double-jump off of them.
- Step-Height
- Trim
The mapper has the option of adding trim to the stairways of his map. In doing this, he can potentially create a number of new trickjumps in the map, so be aware of that.
- Trim
Written by wviperw for www.promode.org
9th October 2002