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Thread: Report/Guide - Multiplayer Level Design Patterns (?)

  1. #1
    Junior Member MrMKellow has no reputation around WoLD yet Reputation: 0
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    Report/Guide - Multiplayer Level Design Patterns (?)

    Hello everyone.

    Roughly over the past month or so I've been dedicating moments of my time to researching multiplayer level design patterns from various sources such as books from my school's libary, the internet and by simply analysing multiplayer maps in video games. What I would like to create is a comprehensive report/guide on using, understanding and the potenial consequences of these patterns into your project leading to a well balanced and thoughout map offering the play choice and control among other necessities that are potentially required.

    Then end product if written and organised effectively should help new and possibly experienced designers to produce a multiplayer map that is both thoughout, balanced, offers replay ability and most of all is extremely fun for the players.

    What are you thoughts on this potential project?
    Last edited by MrMKellow; 04-20-2012 at 06:19.
    Name: Liam Kellow
    Current Project: Omega Base
    Latest Thread: http://www.worldofleveldesign.net/fo...player-Map-WIP
    Youtube Page: http://www.youtube.com/KrazyMrK

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    Senior Member Aldighieri helped out a few members Reputation: 17 Aldighieri's Avatar
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    Multiplayer can mean different things depending on the game. FPS's usually have death matches, but other games, such as Assassin's creed, need to be more creative.

    For writing this, lots of research is obviously needed(and not just reading about it!) Playing lots of games, logging several hours over a great variety of different multiplayer types(Or ones specific to a genre,) taking notes, examining player actions(Not just your own,) taking your knowledge and using that to make your own Multiplayer map. The key here is to look at how the gameplay affects not just your own experience, but the experience of everyone. How does the gameplay, map, atmosphere, etc, encourage a good multiplayer experience? How well do all of the components fit together? Are there moments where the experience is dragged out or ruined? What are the causes? How to fix them?

    It'll be a big project, but worth it, in the end.

  3. #3
    Junior Member Covelio has no reputation around WoLD yet Reputation: 0 Covelio's Avatar
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    You have to access what it is you want to do. Like Aldighieri said, this is going to take up a lot of your time if your going to do it properly. If you want to do this to benefit yourself and others, and can handle it, you should go for it. However, if you have other projects going on too, or you want to create maps/environments while doing this, it might be hard for you too do everything.

    It is a cool idea though and would help the community if it is done right Rock on!

  4. #4
    Junior Member Keevee has no reputation around WoLD yet Reputation: 0
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    I am most often a lurker not a poster on these forums, but I can say that I am wholefully supportive of this idea. Awhile ago when I was really into hobby map making CS:S and Half Life 2, I got an inspiration much like yours. I would think of every situation the player can find himself in, in regards to the map itself. Example: Looking up a ramp at a player, Standing atop a tower looking straight down, looking across a field with crates on it. Then, after that, I analyze how a player reacts in each scenario. Then I link the different 'puzzle pieces' together, and analyze how a player will react when certain pieces are linked together. I am very interested in this subject, and I would love to get involved.

  5. #5
    Senior Member White Paper Games helped out a few members Reputation: 19 White Paper Games's Avatar
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    Would be cool if you can develop an really in-depth and solid document.

    Be sure to check the Unreal UDN and also Crysis, Gears of War and Bulletstorm guys that worked on those titles because they've written some really interesting articles and blogs on the MP level balancing.

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