Monday, September 8, 2014

Next Game Design Project: FPS Multiplayer Map!

So since I've passed the 2D platformer tutorial level, it's time to move on to the next challenge project for this college year: an FPS Multiplayer map. First thing's first, however: reference! How am I to understand how to build one if I don't analyze one already done first?

To solve that question, I played and recorded a session of Team Fortress 2 on a King of the Hill game mode arena-style map, Viaduct. To get a good sense of mobility and to show off the stage (and die less for that matter), I played as the Scout class (the only drawbacks were the poor framerate that FRAPs has the ability of inducing, so some quality aiming is lacking, try to refrain from punching your screen as you observe). Essentially, here's the video!


(As a disclaimer, TF2 offers "dingalings," or hit sounds upon dealing damage to an enemy player. I'm not the biggest fan of the default dingaling, so I modded the file to play the Wilhelm Scream depending on how much damage I do. Less damage is a higher pitch, more is lower. That'll explain the odd noises you may hear when I land hits.)
 

I felt the video wasn't enough as gameplay can be exciting, and seeing players in action responding to each other on a map is great feedback of the design, however I also was tasked with more than just grabbing gameplay: I had to further analyze the map by drawing one out personally, understanding and pointing out ammo locations as well as health packs, not to mention both teams' spawn points and essentially the Hill (that of which one team must be King of to win for 3 mins total). Here's the map layout:


Looking at the map design, it's the same on both sides for the teams. This map is used for both arena and king of the hill gameplay modes in TF2, and it provides a lot of odds and turns early on near the spawn. Essentially, it helps slow down what could be a straight run to the middle, where the control point is, and the only item locations on this map are essentially towards the middle, where the action is on the extreme sides. There's a building in the middle of both sides in which you can go upstairs and even exit on a cliffside, overlooking much of the central map. The only drawback is there's no cover whatsoever, however for certain players it could be an advantage as towards not having to worry about accidentally shooting walls they walk behind when avoiding enemy fire. The open area that is the central part of the map puts the player at risk of being obliterated, but in exchange they accomplish the game mode's objective: to capture the control point and defend it for three minutes.

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