Map layout techniques
Andos
Join Date: 2003-10-17 Member: 21742Members
What kind of techniques do you use when you design the layout of the map?
I had a look at the layout of my favorite map ns_eclipse and noticed a few things:
<img src="http://rtfo.org/~al/nsmaps/ns_eclipse_sm.png" border="0" class="linked-image" />
There is a lot of symmetry in many aspects of the level but then "broken" to remove that symmetry but still keeping elements of it.
Example: The Computer Core hive looks very much like one big symmetrical area, but then some openings are closed, others added and the south-east corridor is removed.
It is like this in all hives and also in the marine start.
Another thing I noticed is that there is a lot of vents and small claustrophobic corridors around the hives in favor of the aliens but then have long and open corridors around the marine-start in favor of the marines.
How do you plan your layouts? Do you just map and hope for the best or do you do this kind of analysis to balance the maps better?
I had a look at the layout of my favorite map ns_eclipse and noticed a few things:
<img src="http://rtfo.org/~al/nsmaps/ns_eclipse_sm.png" border="0" class="linked-image" />
There is a lot of symmetry in many aspects of the level but then "broken" to remove that symmetry but still keeping elements of it.
Example: The Computer Core hive looks very much like one big symmetrical area, but then some openings are closed, others added and the south-east corridor is removed.
It is like this in all hives and also in the marine start.
Another thing I noticed is that there is a lot of vents and small claustrophobic corridors around the hives in favor of the aliens but then have long and open corridors around the marine-start in favor of the marines.
How do you plan your layouts? Do you just map and hope for the best or do you do this kind of analysis to balance the maps better?
Comments
I throw in simple geometry to get the basic feel, tweak until the paths are what works logically, and then details and more tweaking(in a nutshell).
In eclipse the marines can also get close to a hive pretty fast, but takes a longer time to actually enter the hives.
Also vents are more frequent around them so it makes it more risky to get too close.
Balance game play mechanics in the following manner:
1)ranged weaponry is most effective in long open hallways : counter with corners and obstacles to give aliens an ability to approach with minimal damage taken
2)encroaching marines toward the hive : counter with vents and lots of skulk cover
3)encroaching aliens toward MS : counter with open corridors that favor ranged weaponry
Empty, flat, wide hallways favor marines always. Adding cover makes it a little more alien friendly (boxes, etc).
Definately don't make ns_nothing's mistake by clustering RTs all near GENERATOR ROOM --- 6 RTs can be controlled by Marines in GEN. Brings the point of RT placement. Hypothetically, walk distances between RTs should be similar... it's hard to combine all these elements into a map without breaking some sort of creative flow, but its definitely something to be aimed for.
Then, lots of testing. A good test might be simply to have two types room/corridor, do a 5 on 5 Bot War for 3 hours. See the kill:death ratios for both teams. Then, test the same hallway with obstacles in it to see how much more effective it is (you'll actually have numbers to back up your research at that point). But, it's generally accepted that the closer a skulk is, the greater his chance to kill the marine...
designing a map for competitive play is much more than an exercise in aesthetics. it's an exercise in balance and in fact does take a lot of thought (for a good map, that is). Some ns maps in circulation are pretty imbalanced (ns_nothing would be my primary concern) but its all good. imbalance can also create strategy -- that's why marines are so inclined to take generator room in nothing due to that room's proximity to SIX res nodes.