Friday, October 16, 2009

Revamped outline


  1. Thesis

    1. Broad info

      1. Brief info on the history of video games

    2. Shift into Multiplayer

      1. Mods

    3. Thesis statement

  2. What makes a great level

    1. Importance of level design

      1. No levels no games

      2. Avoiding Purgatory

      3. Develop for different game modes, extend the life of the Level

    2. What are the components of a good level?

      1. Visual

        1. Lighting : "I think one reason these stay popular, and one I don't see mentioned too often, is lighting."

        2. Not too cluttered

        3. Doesn't have to be stunning but at least interesting

      2. Fun Factor

        1. "with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong."

        2. limiting griefers and exploiters

        3. frame rates

        4. easy to learn layout

        5. "expandable" areas for more skilled players

      3. Strategy

        1. Force players to make a decision about the path they want to take

        2. Clear strategic points

        3. Right amount of cover for both teams

      4. Balance

        1. Make sure equal enough so everyone has the opportunity to score kills

        2. Support different types of combat

        3. Support the team players and the lone wolf

      5. Flow

        1. Think of space in relation to player amount / timing

        2. Well thought-out Spawn points and Objective placement

        3. Movement - prevent sticky corners

        4. NO DEAD ENDS!

  3. Breakdowns

    1. Why re-invent the wheel?

      1. Studying missteps and successes popular levels

      2. emulate but do not copy, plagiarism is still plagiarism

    2. Soldier of Fortune II: Double Helix

      1. Breakdown

        1. Finca Strategies

          1. Infiltration Team

          2. Defense Team

        2. Finca Bubble Diagram

          1. what works

          2. what does not

        3. Jor1 Strategies

          1. Infiltration Team

          2. Defense Team

        4. Jor1 Bubble Diagram

          1. what works

          2. what does not

        1. Shop2 Strategies

          1. Infiltration Team

          2. Defense Team

        2. Shop2 Bubble Diagram

          1. what works

          2. what does not

    1. Call of Duty

      1. Breakdown

        1. Railyard Strategies

          1. Bomb Team

          2. Defense Team

        2. Railyard Bubble Diagram

          1. what works

          2. what does not

        3. Harbor Strategies

          1. Bomb Team

          2. Defense Team

        4. Harbor Bubble Diagram

          1. what works

          2. what does not

        1. Carentan Strategies

          1. Bomb Team

          2. Defense Team

        2. Carentan Bubble Diagram

          1. what works

          2. what does not

    1. Counter-Strike: Source

      1. Breakdown

        1. Prodigy Strategies

          1. Bomb Team

          2. Defense Team

        2. Prodigy Bubble Diagram

          1. what works

          2. what does not

        3. Italy Strategies

          1. Infiltration Team

          2. Defense Team

        4. Italy Bubble Diagram

          1. what works

          2. what does not

        1. Dust Strategies

          1. Bomb Team

          2. Defense Team

        2. Dust Bubble Diagram

          1. what works

          2. what does not

      1. Team Fortress 2

        1. Nucleus

          1. what works

          2. what doesn't work

        2. Sawmill

          1. what works

          2. what doesn't work

        3. 2fort

          1. what works

          2. what doesn't work

  1. My Process

    1. Design Document

    2. Bubble Diagram

    3. Reference pictures

    4. Overhead Map

    5. “Shell level”

    6. Model Massing

    7. Solidified Level

    8. Beauty Pass

    9. Level Testing

  2. Conclusion

================================================================

So I ended up revamping my outline to be more specific, as well as moving somethings around. ultimately putting the "what makes a great level" section before the level breakdowns makes more sense because I can refer to that section while talking about what makes the levels so durn popular.

I really only plan on lightly going over my process for the project mainly because its not a tutorial on how to design a map (plus after some reading I found some WAY better design processes),

anyone is welcome to chime in at any time if they want to give an opinion.

Tuesday, October 13, 2009

Want to Help? give me your answers...please?

Interested in helping out? I could use answers to these questions (gamers and professionals alike) just shoot me an email with your responses.

1) What are 5 important features that make a great Multi-player FPS level?

2) Are there any features that are important but for some reason always seem to be left out?

3) What is your basic strategy when playing these types of levels? Do you tend to charge the enemy? Or hang back (Camp) and wait at a strategic location while your teammates soften up the enemy?

4) What do you feel is the main reasons that these types of levels have remained so popular? (i.e. DE_Dust for for Counter-Strike, and other maps that tend to have 24/7 servers?)

5) What is your most memorable moment when playing this type of FPS level? (This moment doesn't have to be just from the games mentioned above, if you have something from Halo or other console games please feel free to elaborate)

6) If you have the time it would be helpful to my research, if you would detail your work process for designing a Level. (If it is not something you care to share I completely understand, and thank you again for taking time to answer these questions).

Updated Thesis Statement

Thesis Statement:

This project is about the study of common features from popular First Person Shooter levels, and the development of a new map for team fortress 2 that demonstrates these features.

Description:

Being a big fan of the FPS genre, I have spent countless hours playing online. After years of playing certain levels over and over again it got me thinking about why I play these games (specifically the levels) repeatedly. There is something very addicting about the game play in these levels which people experience and that keep them coming back day after day, year after year. My plan is to use my knowledge of level design and deconstruct the maps from popular online multiplayer FPS’s to their most basic forms: Bubble Diagrams. From the bubble diagrams I can see the number of buildings, entrances to buildings, bottlenecks, obstructions, cover, spawn points, etc. for the maps I have selected. After I have studied the maps and their common features, I can use this information and apply it to a level that I will construct in the Hammer Editor (HL2). Hopefully the map will demonstrate that these features truly make the perfect map.

Intended Audience:

The intended audience is any fan of First Person Shooters, as well as the game industry. If level designers have a basic set of rules to follow that can lead to more popular levels, it is win win for game companies and players.

Expectations:

From the project I hope to better understand what makes a great multiplayer FPS level, the multiplayer parts of games have become a huge focus of the game industry in recent years. From this knowledge I would generate a level that demonstrates my findings and is hopefully a fun map to play.

Updated outline

I. Thesis

II. Level Breakdowns

A. Counter-Strike: Source

1. Bubble Diagram

2. Basic Strategies

B.Soldier of Fortune II: Double Helix

1. Bubble Diagram

2. Basic Strategies

C. Call of Duty

1. Bubble Diagram

2. Basic Strategies

D. Team Fortress 2

1. Bubble Diagram

2. Basic Strategies

III. What makes a Great Level?

A. Flow

1. Think of space in relation to player amount

2. well thought-out Spawn points and Objective placement

3. NO DEAD ENDS!

4. Movement - prevent sticky corners

B. Strategy

1. Force players to make a decision about the path they want to take

2. Clear strategic points

3. Right amount of cover for both teams

C. Balance

1. make sure equal enough so everyone has the opportunity to score kills

2. support different types of combat

3. support the team players and the lone wolf

D. Fun Factor

1. "with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong."

2. limiting griefers and exploiters

3. frame rates

4. easy to learn layout

5. "expandable" areas for more skilled players

F. Visual

1. Lighting : "I think one reason these stay popular, and one I don't see mentioned too often, is lighting."

2. Not too cluttered

3. Doesn't have to be stunning but at least interesting

VI. Comparative Analysis

V. My Process

A. Design Document

B. Bubble Diagram

C. Reference pictures

D. Overhead Map

E. Model Massing

F. “Shell level”

G. Solidified Level

H. Beauty Pass

I. Level Testing

VI. Conclusion

I decided to keep the outline the same. Thought about switching up II. Level Breakdowns and III. What makes a great level but after some reflection, it would make more sense to have the breakdowns first so that they can be referenced again during the "great level" part of the paper, and the reader will already have the knowledge of the breakdowns in their heads (or drooling on them because they fell asleep, will the library take laminated pages?) I also removed Day of Defeat, I personally loved the game but the paper should include TF2 because Moonbase is a TF2 level, so the game should included in the level breakdowns. Plus having TF2 as part of the paper allows me to touch on making a level for multiple game types, which extends the life of the game and level enormously. Also, I will be talking about my first failed attempt (Southern Comfort aka CS_SOCO) which will mostly explain why bad multiplayer levels make it into games to begin with.

Next: editing the thesis statement for moonbase.

Saturday, October 3, 2009

C-c-c-c-changes

List of this that need to be edited/fixed for the new project:

Fix
Level Design Document

Edit
Thesis Statement
Thesis Outline

Question Responses April 20, 2006

April 20, 2006
Question Responses

well here are some responses to the questions I drew up on MultiPlayer Level Design (I'll break them down by question):

1) What are 5 important features that make a great Multi-player FPS level?

------------------Email 1
1. Defensible chokepoints that aren't insurmountable
2. Intelligent spawn locations
3. Clear strategic locations
4. Mix of locations such that no single weapon is dominant
5. Obvious staging points

---------------Email 2
1) Theme-...even the most familiar settings whether it's counter-terror or WW2 can be made interesting. SWAT vs Terrorists in a warehouse or middle-eastern row of huts is boring. SWAT vs. Terrorists in an eccentric billionaires mansion or a natural history museum would be cool. Do your homework!!! Research your setting.

2) Try to prevent exploitation for square one-...unless the LD has some say in weapon balancing or networking code, his level is really only the place he can keep exploitation in check. Not to sound cynical, but if there is any chance that players can exploit the flaws of a map and grief other players right off the server, they will. I think some mappers build their levels with their heart in the right place and have a lot of ideas for ways to make their map interesting, but overlook the sniping nests or other map features that the player can abuse. Unintended map tricks can be cool as long as they don't afford a griefer with a chance to jerk other players around with impunity.

Keep these things in mind from the moment the player spawns into the map. Nothing seems to piss off other players like being spawn camped by a bottom feeder looking to pad his score. In my RtCW maps, I tried to spawn players in areas that were inaccessible to enemy players. If you are making an objective based map (plant a bomb, mess with a computer, steal an item, etc) then you probably shouldn't place the defending teams spawn point too close to the objective otherwise it may tip the balance too steeply in their favor. If the defenders spawn point isn't near the objective or along a main artery of map flow, then it stands to reason that any attackers near the spawn are there to camp for some easy points and should be easily dispatched. Allowing spawning players to drop down into the map, spawn behind cover, or near a gun emplacements goes a long way to giving them the chance to get going on the right foot.

3) Flow-...keep in mind your player loads and scale the map accordingly (don't make a sprawling battlefield for a 2x2 or 4x4 game). Once you've got an idea how many people you're going to have running around you can start to lay out the main arteries of player traffic. Choke points can be good for funneling the action but can also result in a stalemate. I've found that you rarely want to have more than 2 routes (1 main/ 1 alternate) between key positions. Too many routes can result in a map that is mazey and confusing. Too many routes can also result in fragmented teams and a lack of cooperation. Also, one rule that always seems to apply is that dead-ends are a big No No. Dead-ends in games like Enemy Territory were ok because they were simply obstacles that could be overcome if the team cooperated (so they weren't true dead-ends).

4) Visual Variety-...while consistancy is important, you don't want the map to all look the same. Make sure that you are not decorating purely for the sake of aesthetics. Unique mesh work, lighting, and texturing can not only make a level prettier, it can also provide clear landmarks and indicate path flow.

5) Efficiency-...high frame rates are extremely important, especially in multiplayer. Variety is great but haphazardly placing meshes, using too many textures, or too many lights can easily result in cluttered looking maps that overtax system resources. Next-gen tools allow for terrific looking maps but they also allow the builder to max out his texture memory and poly counts quicker than ever. There are many more things to take into consideration when placing environment models. Engines render meshes differently, but multiple lights or shader effects can result in a model being rendered multiple times per frame. For example...A 500 poly model can really be a 2000+ poly model if its being illuminated by 3 or more lights. This must be rendered each frame. A 500 poly model rendered at 30 frames per second can result in a 60,000 polys per second. I invite a programmer to correct me since I'm sure I'm not stating things as accurately as possible but you get The Idea.

-----------------------Email 3
Supports strategy - Strategies in these types of games are simple, generally a strategy for the attackers is what route most of the team is going to take and which bomb site they are going to plant at and the strategy for the defenders is which bomb site they are going to primarily defend (since they usually have to defend both). Supporting strategy means forcing the players on the team to commit to a strategy (ie a route) by using limited routes and chokepoints to prevent/discourage players from switching to a different route mid battle. This creates a battle line at the chokepoint and allows players behind the battleline to react to the battle by coming in as reserves (ie joining the battle), holding secondary lines of defence behind the battle line, or attempting to flank the battle. Without limited routes and chokepoints the battleline spreads out to cover the entire middle of the map and you cant effectively react to it because their is no definate strategy to react to.

Is balanced - Not nessarily that each team has an equal chance of winning (although that is nice) but that each player has an equal chance to get kills. Dust2 is the obvious classic example: on the team strategy level, each of the CTs are forced to commit to defending either A or B, which splits the team, allowing an organized T team to strike with its entire team vs half the defending team, which neutralizes the defenders advantage. Dust1 is very hard for the Ts to attack but its also very hard for the CTs to attack the T spawn, so its equal in the sense that players on each team have an equal chance of getting kills by defending their territories around the main chokepoint.

Cover supports the micro level of tactics - Dust2 is also balanced in cover, attackers coming down long A have just a few corners for cover on that road but defenders have basically the same limited set of choices. Attackers coming from short A have a low wall and some large boxes and defenders have the same. (agruably the routes into B both favor the defenders over the attackers explaining why the most common Terrorist strategy is to attack A.)

Supports variety of tactics - Tactics is the term I'm using to differenciate between things like close range combat and long range combat. Militia supports close range tactics in the sewers and in the house itself and long range tactics (ie sniping) in the approach to the house and in the backyard of the house. Aztec has the water route which supports long range sniping and the bridge route which supports close range firepower.

Is possible/easy to learn - the most popular CS maps tend to be fairly simple, with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong. If there are too many choices then it is pointless to guess and the only real option players have is to "get lucky" this puts players in a powerless situation which is no fun.

----------------Email 4
1) Framerate/Performance
2) Not exploitable
3) At least 2 primary conflict points (usually 2 is sufficient)
4) Deliberately placed Landmarks (includes colors)
5) Reasonably even and natural distribution of flow (cut all dead areas that see virtually no action)
6) Interesting setting that provides a backdrop that "feels good" to be moving around in.

I can't do 5()@*#*()

--------------Email 5
a. It places the weight of success on the team and their usage of the map and it's resources, not on the map itself; ie: the map is balanced.

b. Frame rate. If it doesn't run in the wild, no one will play it.

c. Easy to play out of the gate, with depth to support alternative strategies.

d. Meshes with the game mechanics to enable multiple valid strategies per team.

e. Leverages/forces team skills/weapons.


============================
2) Are there any features that are important but for some reason always seem to be left out?

-------------------Email 2
See above for spawn protection. I'm always annoyed at how rarely the player is given any sort of protection by the mapper (things like temporarily invincibility is a Design/Code issue) and is easy prey for spawn campers.

-------------------Email 3
---No. There is no magical x factor that is missing from the most popular maps of CS
-------------------EMail 4
Play-testing your map for a few weeks with a variety of people before releasing. Playtesting is a feature.

------------------Email 5
No, every map is a tradeoff. Frame rate is the only factor which is map independent.

-----------------
=================
3) What is your basic strategy when playing these types of levels? Do you tend to charge the enemy? Or hang back (Camp) and wait at a strategic location while your teammates soften up the enemy?

--------------------Email 2
That really depends on the game. BF2 and Enemy Territory are both my favorites. I either play as the sneaky covert saboteur who's stealing uniforms and planting bombs or I play as the engineer in a tank and fix other vehicles. Even when I have a tank, I never charge in. I treat it like a 70 ton rifle that fire depleted uranium shells. :) I'll sometimes do drive-bys with a tank, but I never charge into the thick of fight like you might in deathmatch or in other less tactical games.

-------------------Email 3
---Not relevant, your stategy should be dictated by the flow of the match and the play styles of your team and your opponents and you should be able to use a variety of strategies/tactics to succeed.

------------------Email 4
Depending on the gametype hopefully a player can pick either one and be reasonably successful. Especially in team based games, a person who literally does nothing but defend against people that break through the front line is completely viable and important, even if they get less kills than everyone else. The satisfaction can come from just contributing to the team that won. If you stopped them from capturing the critical flag in Day of Defeat giving your front line the chance to move in and take theirs, you will feel like you won the game even though you only got one kill.

-------------------Email 5
Depends on the teams playing.

I've been in many pickup games where the first couple of rounds are complete unmitigated disasters one way or the other until the team learns what their teammates are doing, and/or what the enemy is doing.

A team that's played together before will usually have several strategies, and will know which one to use based on on where they see the other team's players, or preference.


============================
4) What do you feel is the main reasons that these types of levels have remained so popular? (i.e. DE_Dust for for Counter-Strike, and other
maps that tend to have 24/7 servers?)

---------------------Email 2
I think a lot of these maps are popular because they had simple objectives (plant bomb/ defend target) and offered some alternative routes instead of funneling players into one meatgrinder. I personally think CS and DE_Dust have been far surpassed by other games in recent years, but they were unique for it's time and have a built in audience that's huge. I know I was certainly hooked on CS for a good year. Also, never underestimate the popularity potential of free games. :)

------------------Email 3
In game modes like CS, map knowledge is critical and players who dont know the map will be at a big disadvantage vs those who do, since players who dont know the maps will rush into chokepoints and quickly die, or will be unable to use the information they are getting about the battle (ie "need help at A - where the fuck is A?"). Thus players will do better and have more fun (since players like to do well in a game) in maps they know. So there is very little incentive for players to want to play new maps other than boredom which can take a long time before it becomes a serious factor in map choice.
Dust and the other maps are also simple enough that players can learn them quickly.

--------------------Email 4
Momentum. Once a game gets enough players the popular maps almost *never* change. Early in a game's career certain maps stand out (for the above listed quality reasons) but from there they are just what people know and understand and they aren't playing it for the map itself so much as because they then only have to focus on improving their personal strategy and skill levels.

However some extremely early maps which really aren't all that great will still stay popular simply since people have been playing it from the start and they simply don't want something new. So long as they aren't exploitable they will ride the tails of the really great maps.

------------------Email 5
The map is balanced to support the opposing goals of both teams, runs well, is easy to learn but has depth for continued learning and play, and meshes well with game mechanics to force actual team support and play.

No one blames the map when they lose, no one praises the map when they win.

========================
5) What is your most memorable moment when playing this type of FPS level? (This moment doesn't have to be just from the games mentioned
above, if you have something from Halo or other console games please feel free to elaborate)

------------------------Email 1
Bringing in a Galaxy way high, dumping troops into a base, getting shot down, and somehow limping to safety, bailing, and proceeding on foot, all in PlanetSide. That game was SO close to being great.

My favorite MP team based online level is probably St. Mere Eglise in CoD2, but there were quite a few CTF maps for Quake and Quake 2 that I played a lot but can't remember. Good times.

-------------------------Email 2
Such a tough question. Don't make me choose! hmm...

Enemy Territory...Playing as the Covert-Ops character lead to some genuinely thrilling gameplay moments in the Oiltank and Beachhead maps. Stabbing unwary enemy soldiers, stealing their uniforms, spotting mines, and sneaking a comrade engineer through restricted doors, and keeping him covered with an almost overheated Sten was was incredibly tense. INSANE.

BF2...it (was)'s all about the DeathBus:
Working like crazy to repair a BlackHawk while 2 miniguns scream away like power tools drilling thousands of rounds into an enemy cpature point was intoxicating.

-------------------EMail 3
When I use an unusual/out of the way path to out flank my enemies. For example in Dust2 I'm guarding A and the terrorists plant at B and I use the back routes to attack B from the same direction as the terrorist spawn.

-----------------Email 4
2fort4 in classic Team Fortress for Quake 1. Quite possibly the simplest and most basic teamplay setup you could ever create and I played it for easily over 1000 hours. No one moment could really stand out, like Zied said... anytime I come up with a clever or unusual tactic that actually works (as opposed to just being lucky) is very satisfying. Lots of those being a heavy machine gunner in Day of Defeat.
=================
6) If you have the time it would be helpful to my research, if you would detail your work process for designing a Level. (If it is not something you care to share I completely understand, and thank you again for taking time to answer these questions).

-------------Email 4
Sadly I haven't made a map for a few years now. :( And I've also not been a project that got popular enough to have a map become a "classic".

That said, the order has almost always been:

- Think about settings (either ones I've wanted to do or search online for something that seems interesting).
- Research photos and articles about the setting to develop key areas and a visual look.
- Plan out on paper.
- Build basic shell and run around in it non-stop to make sure the distances feel good and the connections make sense.
- Quick playtest with someone else.
- Visual pass.
- Playtest again.
- Polish pass on weapons and visuals that detract.
- Playtest a lot.
- Polish some more.
- Cry as you release it to the public.

That's simplistic. Framerate is always a concern from step 1 till release.

BTW, regarding map momentum. As an example when Day of Defeat Steam came out... I instantly loaded up the new versions of the old maps I had played. I didn't even think about it at the time, but it was just what I naturally went to. I don't even know what the new maps are as I just look for servers that are running the maps I already know. There might be some brilliant new maps in there but they aren't getting the playtime because lots of people do what I did as well.



==============
Random Room

---------Email 5

I would only add that, in my view, the best MP maps are "expandable" as the player becomes more skillful. By this I mean, new routes are opened as the player exploits higher level movement, such as strafe jumping, rocket jumping, upcrate running with momentum jumping (heh), or the dodging and wall jumping in UT2k4. Maps like DM-Rankin, from the Ut2k4 demo, are a good example of this sort of thing -- it features aluminum corrugate ramps (just leaning against the wall) that one can use to jump up, but it's rather difficult for the noob. So they become paths not open to everyone -- thus encouraging a higher level of play and mobility. A more recent example, perhaps, is the CTF map Dead Wood featured in the last FEAR patch -- jumping up on the mountain tops is a tricky manuever not many can pull off, but it opens up a new strategy.

--

From Spencer Boomhower (independent contractor)

4) What do you feel is the main reasons that these types of levels have remained so popular? (i.e. DE_Dust for Counter-Strike, and other
maps that tend to have 24/7 servers?)


I think one reason these stay popular, and one I don't see mentioned too often, is lighting. Specifically, these levels are bright, vivid, and visually uncluttered. It's very appealing to be able to easily see the enemy players as sharply defined silhouettes against brightly lit walls. I'm thinking specifically of (in CounterStrike) Dust, Italy, the original, pre-Source Aztec, and whatever that British castle one was. These levels also have a fair amount of breathing room.

This is in contrast to dark, serpentine levels with lots of nooks and crannies for people to hide in. There's nothing wrong with cramped, dark levels (as long as they're not too dark), but they give a slight advantage to experienced players who know to check behind that one crate around that one corner. So they're simply less inviting to new players.

I could see it being a significant number of newbie players who keep these 24/7 levels from emptying out. They, being the prey, are drawn more to the bright open savannahs, and less to the cold dark caves :)

It's worth pointing out a that Dust isn't open, bright, and clean to the exclusion of all else. It still has a bit of darkness for contrast. But you can see these areas coming and know, "ah, now I'm going into a cramped, dark hall... best be extra careful."

I think there's something similar that goes on in BF2, where the more popular 24/7 levels are bright, daylit levels. But the one nighttime level I can think of (with the string of islands) doesn't get much play. I don't play a lot of BF2, though, so I might be off-base there.

--

What are 5 important features that make a great Multi-player FPS level?

It's hard to pick a top five but here are a few that I think about.

Flow - few or no dead ends; multiple exits (more than two) from most locations; always channeling the player back to key locations; etc.

Well-tested item and powerup placement

Plenty of places for opportunity fire

Movement smoothness - nonvisible ramp planes over stairs; nonvisible planes to smooth inner corners; etc.

Interesting, if not breathtaking, locations

I like TW's point, btw. I'd be thinking about that too.

detail your work process for designing a Level

Here's a general plan. I don't know how useful too much more detail would be...

Thinking about the game type (deathmatch, teamplay, whatever) and the theme (which will usually be provided for you), choose a scenario. Most of these are well-known and ready for your particular twist.

Draw a quick "Zork map" style flow chart, then draw a slightly more detailed version to refer to but don't go too far.

Since one of the most important things to do is to get testers running around in the level asap, rough out the basic level with no details. It doesn't have to look pretty yet.

Drop spawn points, most of which will be obvious or already planned, a few weapons and powerups just to get things rolling, and invite the testers in.

Listen to their comments, get in there and run through the level with them, and make changes to the basic layout as appropriate.

Get your basic lighting scheme happening. Goal points and things like teleporter locations should be added at this time as well, at least their initial locations.

Test again.

Place/adjust the locations of/tweak items and powerups. In fact, be ready to adjust everything including spawn point locations (however the layout should be mostly fine by this time), and test again (and again). Begin to really finesse the level.

Lastly, finish visually detailing the level. Test again, make sure that everything feels smooth, looks exceptional and plays well, and you're out of there.

Thesis Statement April 05, 2006

April 05, 2006
Thesis Statement and Stuff
Thesis Statement:

This project is about the study of common features from great First Person Shooter levels, and the development of a new map that demonstrates these features.

Description:

Being a big fan of the FPS genre, I have spent countless hours playing online. After years on playing certain levels over and over again it got me thinking about why I play these games (specifically the levels) repeatedly. There is something very addicting about the game play in these levels which people experience and that keep them coming back day after day, and in some cases year after year. My plan was to use my knowledge of level design (abet small) and deconstruct the maps from the more popular online multiplayer FPS’s to their most basic forms: Bubble Diagrams. From the bubble diagrams I can see the number of buildings, entrances to buildings, bottlenecks, obstructions, cover, spawn points, etc. for the maps I have selected. After I have studied the maps and their common features, I can use this information and apply it to a level that I will construct in the Hammer Editor (HL2). Hopefully the map will demonstrate that these features truly make the perfect map.

Intended Audience:

The intended audience is any fan of Counter-Strike formula, and while it may seem like a small audience, CS, and CS:S are still the most popular of any online FPS (http://archive.gamespy.com/stats/). I will have plenty of test subjects, as long as I can get my hands on a server to test it out. The other audience could be the Gamasutra.com community; if my findings help me prevail I would love the free publicity to prospective employers.

Expectations:

From the project I hope to better understand what makes a great FPS level, even if it is just a Multiplayer one. From this knowledge I would generate a level that demonstrates my findings and is hopefully a fun map to play.

Thesis Outline April 26, 2006

April 26, 2006
Thesis outline

I. Thesis

II. Level Breakdowns

A. Counter-Strike: Source

1. Bubble Diagram

2. Basic Strategies

B. Day of Defeat: Source

1. Bubble Diagram

2. Basic Strategies

C. Call of Duty

1. Bubble Diagram

2. Basic Strategies

D. Soldier of Fortune II: Double Helix

1. Bubble Diagram

2. Basic Strategies

III. What makes a Great Level?

A. Flow

1. Think of space in relation to player amount

2. well thought-out Spawn points and Objective placement

3. NO DEAD ENDS!
4. Movement - prevent sticky corners

B. Strategy

1. Force players to make a decision about the path they want to take

2. Clear strategic points

3. Right amount of cover for both teams

C. Balance

1. make sure equal enough so everyone has the opportunity to score kills

2. support different types of combat

3. support the team players and the lone wolf

D. Fun Factor

1. "with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong."

2. limiting griefers and exploiters

3. frame rates

4. easy to learn layout

5. "expandable" areas for more skilled players

F. Visual

1. Lighting : "I think one reason these stay popular, and one I don't see mentioned too often, is lighting."

2. Not too cluttered

3. Doesn't have to be stunning but at least interesting

VI. Comparative Analysis

V. My Process

A. Design Document

B. Bubble Diagram

C. Reference pictures

D. Overhead Map

E. Model Massing

F. “Shell level”

G. Solidified Level

H. Beauty Pass

I. Level Testing (on a SCAD server hopefully)

VI. Conclusion

Pardon My Dust.

Moving some posts over from my Southern Comfort blog. The art side of Moonbase is mostly done, so the writing must commence. so please pardon the dust while I dig up some posts from the past.

Monday, October 13, 2008

Haha...You're still here?

Well I had finished Alpha 3 before the weekend, but unfortunately I wasn't available for the test that was carried out on Saturday. Huge thank you to SI and Wolf for pushing ahead with that. here is what SI sent me in an email with the collective thoughts on that session:

k bub... we did a playtest tonight

so everyone was REAL impressed with the progress. No real complaints man. I think you've got a near final product for texturing.

So heres a list of things we came up with for you to consider from random people:

-The guys loved the glass tubes, though they were hoping for them to be a little clearer so you can see into them better.
-Wolf and I thought maybe making the outside tube to the middle building glass as well?

-Everyones still complaining about the sewer tubes. All the other tubes everyone is very happy with. We're still suggesting putting the angles in the sewers to force the player through.

-Some people wanted the guard shack to have slightly larger windows so you can jump/crouch into them.

-The spiral staircase up to intel should have handrails so that people cant drop down them super fast with intel.

-We were thinking some outdoor lighting would be very moody for the map... so we were thinking instead of a sun high in the sky, having it a sunset on one side of the map and have some consturction flood lights around the mine entrance and the center of the building... the big open area by the front stairs and capture point. I know the sun hits the moon too, but the thought of sunlight being so bright and cheery on the moon just doesnt feel so spacey to some of us. And the big construction floods would feel really military.

-Possibly throwing some green ground down by the water landings... running with the terraforming idea.

-Gonna need some invisible walls above the buildings and the outer walls of the map... easy for a demoman to exploit the high ground up there.

-Use some emergency lights like in normal building staircases for the spiral staircase to intel - the two lights from the one fixture.

-Some sort of flood lights in the intel room to set a glow out the windows.

-A healthpack/ammo set on the top of spiral staircase on the landing.

-Some more health/ammo strewn about the outside of the base.

-The large circle sniper deck room is very big and empty... something to kill a lot of the dead space to create sentry positions and spy hiding. Making it a lab or a greenhouse was tossed around.

-That second floor door to escape from intel is definately too easy to get out through. We agreed it should probably be walled off but leave the balcony there for sentry options.

-And the possibility of flooping the intel room as I stated before. a few extra steps for offense to run to get to it and creating more defensive options.


So thats that dude. We had to struggle to come up with that much shit, and for the most part its tiny things. Overall, everyone was super stoked on this thing! Too bad you werent on =/ alright dude, take it easy... ttyl

With this small amount minor changes to the layout, it appears that I can move onto finalizing the brush work, adding in the terrain, and texturing the map.

and thanks to everyone that helped test the map!!!

PS I goint to post a series of pics that show the progression of the map throughout this process I think I'm on iteration 65 of the map so it should be interesting to see the how the map has changed.

Monday, September 29, 2008

Sickness N' Stuff

Sorry guys. After my trip, I ended up catching a cold and was pretty spent after work because we started a new project. Work will continue starting today. and we should have a new version to test soon.

Wednesday, September 17, 2008

Still here just been updating the steam community page more

here are the updates from the the Steam Community Page

Hey people, Moonbase_Alpha_1.1 (this was changes to Alpha 2 because of the amount of changes) should be ready to go Saturday with MAJOR changes to the map. a list of whats been completed so far:

*Map shorted by about 2048 units (should make it easier for those heavys to get back and forth)
*The Left Hallway from the lower spawn has been moved to gain quicker access to the Snipers nest, and the stairs in the snipers nest have been flipped so they face the door
* Sewer area being totally redone
* Airtube access to roof of middle building added to ground floor near Bridge
*"The Pit" will now be toxic water that does damage but with a chance of recovering the intell should it fall into the water

those are all the ones i can think of off the top of my head. stay tuned.
--------------------------------------------------------------------------------

Just wanted to let everone know that all the major changes to the map have been completed. There is still some work to be done but harder parts have been completed. Stuff that still nees to be done:

*Add Cover from Snipers
*Add Health and Ammo Packs
*Filp eveything and create Blue Side

right now I need a break but it should be done for a test tonight if everyone is up for it.
--------------------------------------------------------------------------------------------


Wanted to let everyone know that there will be no update this week because I will be traveling at the end of the week. So I need to get stuff ready for the trip. Next week there should be an Update where I'll start to test textures (as long as the major map changes are done).

I know for the next test I need to do the following:

*Add cover for protection from Snipers
*Remove Down Tube from sewer area
*Test ways to make moving through Air Tubes less buggy
*Add wall to Upper Spawn to prevent snipers from being able to hit people inside the spawn when door opens and to prevent them from hiding in spawn and sniping people when door opens
*Add cover to the top of Middle Building because is too open allowing snipers to see more than they should
*Lowering windows on Snipers nest in Middle Building allowing snipers to see down
*Adding Wall to front of lower spawn to prevent snipers from firing into spawn

I think thats it
--------------------------------------------------------------------

So those where all the important posts from the Page.




Thursday, September 11, 2008

Results from Last Nights Test

HUGE thank you to Got Wolf for letting me Hi-jack the Beer and Crits Server last night! Overall huge success! I know what needs to be done to improve the map so that the slower classes have a chance to to get through the map. here are my notes from from last night:

  • Fix 2nd floor blue spawn door to blue players can go through it.
  • Push bottom spawn forward 512 units
  • Push buildings forward 256 units
  • Push entire Base forward 256 units
  • Total Base movement is 1024 units (this should put it closer to 2forts length)
  • Add outside stairs to middle building to roof
  • Add Health and Ammo to Middle Building
  • Add cover to Middle Buildings exits to prevent snipers owning the front of the base
  • Shorten or Remove left Hallway from bottom Spawn
  • Move Capture Zone to be facing outward instead of inset near spawn
  • Possibly remove Air Tubes from map, unless I find proper solution to push players horizontally
  • Shorten Sewer area and have exit run behind bottom Spawn
Should have most of these changes done by the Weekend.

Wednesday, September 10, 2008

Sorry to be keeping you in the dark

I got lost working on the map in hammer and have forgot all about you guys. :'( My bad. SI has been a huge help in finding areas of my map that needed reworking and right now I am compiling an alpha version of the map for testing this weekend and Boba (thanks btw, Boba! you rock!) is letting us borrow his server before the weekend in case I need to make any tweaks before the major test. I haven't posted many images since my test map and ther reason for that is that all of the textures on the map are either orange or grey.... and flat so it is VERY difficult to pick out features of the map when taking screen shots. This Alpha test will have lighting so its will be easier to pick out features of the map, and so I will make sure to take plenty of screenshots (the lighting for the map is not final so its going to be pretty ugly).

Anyway i hope you are all caught up and please don't be mad at my horrible blogging skills :D

Monday, August 25, 2008

Screwing around in Hammer

Here are some shots of a (really) rough brush build of the base. I was just kind of messing around seeing what I could do:





Saturday, August 23, 2008

Base Layout

I decided that going to look at the building was a stupid idea. I shouldn't force myself to conform to the layout of the building. It's good to take inspiration from Sheats Apartments, but not to emulate it directly. So here are the changes:

  • The building is only 2 floors but on multiple levels
  • the intelligence room is buried in the in the back of the base to the other team has to work for it!
  • some other layout changes to make the map more fun to play. (hopefully)






Friday, August 22, 2008

Thursday, August 21, 2008

Quick Update

I was really hoping to burn through the layout for the base today and while the basement is pretty much squared away (at least on paper, we'll have to see how it works out in game). since it is close to the weekend I think a field trip to Sheats apartments is in order. I know it may seem a little obsessive, but I feel that having seen how the building is put together will really help with trying to correct the building to be more playable.

Anyway here is the Basement Layout:

Wednesday, August 20, 2008

Flow Chart

Flow Chart version of map, note some of the changes:



The major changes being that the low path was extended to the other side of the middle building, this is to discourage intelligence carriers from using this path because of the length and relative danger of getting trapped (much like the sewer in ctf_2fort).

the other change is an addition of an air shaft that branches off of the low path. Once on the Air Shaft path the player has to commit to going to the base. This path would be great for spies wanting to infiltrate the base with out the worries of burning their cloak time going through the open area of the crater. I think that is all for now.

Tuesday, August 19, 2008

Layout Image

Here is the image of the layout: