Giving The Player Cues

YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
<div class="IPBDescription">Brief Tutorial</div> This is a collection of thoughts and advice that applies to all genres of level design, not just Natural Selection, but I'm condensing it down to just what applies to this modification.

The thrust of this tutorial is how mappers can cue players in to the gameplay of your map. Players who first load up your map bring along some preconceived notions about how things work. For example, if they see a door in a hallway, they'll expect to be able to open it. Doors are in nearly every Half-Life map out there, and pretty much in most first person shooter games too, so it should come as no surprise that the player will walk up to the door and try their best to open it.

So how do they open that door? Well, as a mapper you have several means of accomplishing this. The first is making the door open when someone approaches it, the second is making them push a button, and the third is having them USE the door. You could make the player guess as to what method is required, but that's just plain bad. If every day in your level opens when you approach it, except for one which requires you to USE it, then players are going to assume that USEable door is not working and bypass it. Frustrating the player is generally not what you should be doing.

Mappers should establish patterns in their map that hold true in all cases. A pattern could be that all working doors have a well-lit button to the right of them, and broken doors have a damaged, sparking button. Hazard stripes around something indicates it is potentially dangerous and will cause damage to the player. Glass that uses the normal streaky texture is breakable, but glass with a different texture is invulnerable. The potential opportunities for patterns is limitless.

Not only do patterns benefit beginning players, but they also help establish a feeling of credibility to the level. The more the level makes sense, the more immersed the player becomes. A player shouting 'WTF?!' every minute isn't exactly immersing himself and having fun, now is he? Real-life structures are consistent in many ways, such as how staircases in your typical office building tend to all share the same dimensions, railing design, and building materials. A little bit of consistency in a map makes it more real, rather than a jumble of shapes with no rhyhme or reason.

Patterns don't have to be common from level to level, especially when they're made for a multiplayer modification. If this were a singleplayer retail game it would be different, as the mappers would work together to create a common list of patterns to reuse and maintain.

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Nicely put Yamazaki. Would you mind if I put a copy of this on NS World? It would be a pity if this were lost in the deapths of the forum.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Nice ideas you have there, i'll incorporate some of this into my map. Pin request!
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    brilliant, said what ive always thought <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    i owe you a dollar !


    Ego
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Pin it up or copy it, just make sure to credit me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Wonderfull little essay Yamakazi! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    You know, its little things like that which seem to get over looked the most.
    *Salutes Yamakazi*
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    BTW, I would say that buttons are more ideal =D. It adds more character to the game IMO. Even these simple things help.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--Sirus+Feb 13 2003, 02:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ Feb 13 2003, 02:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BTW, I would say that buttons are more ideal =D. It adds more character to the game IMO. Even these simple things help. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree. It can add more strategy to the the game too, as skulks can open doors with parasite.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    I think that well-to-do mappers will realise that making a map is like building that space ship or station, they must realise the building process of such a structure, then go for that style, then play with areas to make them diffrent.
Sign In or Register to comment.