Ko/TF2 Design Theory: Difference between revisions

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: 크기는 시간과 상관이 있습니다. 큰 분투 맵일수록 속도가 느린 클래스일수록 문제가 많이 생깁니다.
: 크기는 시간과 상관이 있습니다. 큰 분투 맵일수록 속도가 느린 클래스일수록 문제가 많이 생깁니다.


=== PL - Payload ===
=== PL - 수레밀기 ===


[[Image:Goldrush path.jpg|thumb|Goldrush 3-1. Note the tunnel adjacent to the track.]]
[[Image:Goldrush path.jpg|thumb|Goldrush 3-1. 터널이 선로와 접해있음.]]


Payload is an assault gametype in which control points are captured with a moving bomb cart instead of by players. Attackers push the cart along a rail track and over the timer-extending CP's by standing nearby, while defending players stop it either by keeping attackers away from it or by standing near it themselves. Payload was introduced with '''pl_goldrush''', which for quite some time after release was TF2's most popular map.
Payload is an assault gametype in which control points are captured with a moving bomb cart instead of by players. Attackers push the cart along a rail track and over the timer-extending CP's by standing nearby, while defending players stop it either by keeping attackers away from it or by standing near it themselves. Payload was introduced with '''pl_goldrush''', which for quite some time after release was TF2's most popular map.
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Payload has many similarities to CP assault, but also some subtle differences. The biggest is that the objective area doesn't leap from one area to another as it does in CP: the bomb trundles steadily, meaning that attackers can't ninja cap the next point before the defenders are ready. This removes the temptation some players feel to defend a locked point "just in case".
Payload has many similarities to CP assault, but also some subtle differences. The biggest is that the objective area doesn't leap from one area to another as it does in CP: the bomb trundles steadily, meaning that attackers can't ninja cap the next point before the defenders are ready. This removes the temptation some players feel to defend a locked point "just in case".


; Advantages
; 이점
: (See [[#CP_-_Control_Point|Assault CP]])
: ([[#CP_-_Control_Point|Assault CP]]를 보세요.)
: A 'smoother' experience. Progress is gradual, instead of the sudden lurches of CP maps.
: 부드러운 경험. 갑자기 요동치는 점령 지점의 맵들 보단 완만한 진행.
: Bomb cart is a clear focal point at all times.
: 폭탄 수레가 중심 지역을 항상 확실하게 합니다.
; Disadvantages
; 난점
: (See [[#CP_-_Control_Point|Assault CP]])
: ([[#CP_-_Control_Point|Assault CP]]를 보세요.)
: Much entity Work, even so including custom models for Payload explosions.
: 엔티티의 역할이 많습니다, 심지어 수레의 폭발에 대한 사용자 정의 모델들도.
: Bulk of attackers must take a completely predictable path.
: 육중한 공격수 들은 적들의 선로들을 완벽하게 알아두고 있어야합니다.


=== TC - Territory Control ===
=== TC - Territory Control ===

Revision as of 09:26, 9 July 2014

Team Fortress 2 is a highly diversified multiplayer game, and well-designed maps that accommodate all of the player classes equally are critically important to it. Unfortunately while understanding how the game plays is one thing, creating a quality map that compliments it is quite another.

  • A good map is fast and fun to play on. The best maps can run on a 24/7 server without getting boring even after the second or third reload.
  • A good map accommodates every class. If a class is useless on a map, players who prefer that class are liable to disconnect when your work comes up in a server's rotation.
  • A good map is designed, not simply constructed. If all you are doing is re-creating the surface appearance of another map, you're highly unlikely to create something worth playing in its own right.

게임 종류

TF2 맵을 만드는 가장 첫번째 단계는 게임 종류를 정하는 것입니다. 6가지의 종류가 호환됩니다:

아레나

하치장의 점령 지점 점령지점이 사용가능 할떄 양쪽 문이 열립니다.
플레이어들은 체력을 채울것인가, 아니면 떨어져 죽을것이가의 생사의 기로에 놓여있기도 합니다!

아레나는 Counter-Strike 와 흡사합니다. 플레이어들은 다시 태어날수 없고, 맵엔 체력 보충 아이템이 없거나 매우 적습니다 (하지만 불타는 몸을위한 물가는 있습니다), 그리고 라운드들은 상대팀을 모두 제거하거나 혹은 맵 중앙 지점에 있는 하나의 점령 지점을 차지하면 끝이 납니다.

아레나 맵에서 칼날같이 해야하는것이 밸런스입니다, 그래서 이것의 맵을 만들때에는 대칟적으로 만드는것이 추천됩니다. 스폰 지점에서 캠핑하는것을 막기위해 당신은 스폰 지점의 문이 적팀에게도 열리게 해야합니다.

중심의 점령 지점은 처음 시작할땐 플레이어들이 서로 전투를 할수 있게 잠겨있도록 해야합니다; 사실 이것은 단지 사람들이 맵을 처음시작하면 숨는것부터 하는것을 막기위해 이렇습니다. 보든 Valve 의 맵들은 60초 동안 봉인되있습니다.

이점
아레나는 빠른 전개의 플레이를 디자인합니다, 그래서 맵들은 아주 소형에 비교적 빠른 제작이 가능합니다.
대칭적인 디자인은 훨신 단순하게 보입니다.
entity 로 간단하게 승리 조건을 세울수 있습니다.
난점
아레나는 한팀의 사람들이 많이 있을경우에, 그 팀은 한 라운드 전체를 주도할수 있습니다.
플레이어들은 그들의 행동에 대한 집중을 할수 있습니다. 맵을 만들때 맵 버그 남용이 있는지 확인하세요!

CTF - 깃발뺏기

깃발뺏기 에서는, 각팀은 "깃발"을 가지고 있습니다, 그리고 탈취 장소도 있습니다. 플레이어들은 적팀의 기밀문서를 다시 자신의 팀의 탈취 장소로 가져와야 합니다.

보통 깃발이 있는 장소와 탈취지점이 같이 놓여있는데 꼭 이래야 할 필요는 없습니다. 깃발과 탈취 지점을 분리시켜서 팀이 두개의 지점을 공격하고 방어하는 맵 디자인을해 흥미로움을 끌어낼수 있습니다. 이것은 플레이어들에게 많은 "역할" 을 부여합니다. 이것은 큰 맵일때 좋은 아이디어입니다.

2fort의 블루 팀 출입구
2fort의 레드 팀 출입구

깃발 뺏기는 이것의 작고 대칭적인 맵 형태 떄문에 쉽고 간단한 형태의 게임플레이를 하는 경향이 있습니다. ctf_2fort 는 이 형태의 가장 대표적인 예입니다: 이것은 하나의 기지가 있고 바로 마주보는 반대편에 또 다른 적팀의 기지가 있습니다, 각가의 기지의 모습도 같습니다. 다른점이라고 하자면 이것의 색이 다르다고 할수 있습니다. 옆쪽의 사진을 보시면 양쪽이 얼마나 서로 같은 형태인지 아실수 있습니다.

간단하게 당신의 깃발뺏기 맵을 만드는 법은, 당신의 맵의 절반정도의 형태를 만들어 놓고, 복사해서, 180도 회전한다음 그들을 끼워 넣으시면 됩니다. 그러면 이제 당신이 남은 일은 텍스쳐를 새로 칠하는 것이지요.

만약 당신이 비-대칭적인 맵을 만들고 싶다면, 당신은 양팀에 불공정한 요소가 맵에 없는지 확인해야합니다. 이것은 팀이 방어하거나 혹은 탈취하는게 엄청난 시간과 효과에 영향을 미칩니다.

또한 당신은 플레이어가 가방을 탈취하는 과정에서 정말 긴 모험을 플레이어에게 요구한다면 플레이어들은 아주 빠르게 지루해 할것입니다. 이것은 당신의 맵에 장애물 요소와 부가적인 길을 넣고 최소한의 크기로 맵을 유지하는것을 추천하는 사항입니다.

이점
다른 게임 종류들보다 디자인이 기본적으로 쉽습니다.
맵 디자인은 양쪽을 대칭적으로 만들어 단순화 시킬수 있습니다.
난점
비-대칭 맵들은 매우 어려울수 있고 밸런스를 맞추는데 많은 시간이 들것입니다.
대칭적인 디자인은, 만약 당신이 한쪽에 어느 변화를 만들었다면, 똑같이 반대쪽 방향에도 똑같이 복사해 넣어야 합니다.

CP - 점령 지점

점령 지점 맵들은 적팀의 점령 지점을 적어도 하나쯤은 점령을 해야합니다. 당신이 팀의 승리를 이끄는것은 정확한 역학에 따라 있습니다, 하지만 대게 한팀이 모든 점령 지점을 차지해서 라운드가 끝이 납니다, 적팀의 기지와 가장 가까운 마지막 점령 지점마저도 말입니다.

이것을 다루는 두가지의 방법:

공격/수비

Dustbowl 1-1의 구조. 폭탄들이 안쪽으로 쉽게 날아와 피해를 줄수있다.
Dustbowl 3-2의 구조. 점령 지점의 마지막. 매우 개방적이고, 두개의 작은 복도만이 이곳으로 이끌고 있다.

공격/수비의 점령 지점 맵들은 한팀을 공격 팀으로 정하고 (대부분 블루가 합니다) 그리고 다른 팀은 방어팀으로 선정합니다. 하나의 점령 지점이 공격당해 빼앗겻을때 이전의 점령지점은 잠기고 방어팀들은 후퇴합니다, 그리고 공격팀들은 판을 승리하기위해 계속계속 전진하여 모든 점령지점을 차지하기위해 노력합니다.

"cp_dustbowl" 그리고 "cp_gorge" 들은 이런 게임 종류의 대표적인 예제입니다. 기본 맵의 배치구조는 현재 "단계"에 따라 점령 지점의 위치가 달라집니다. 단계들은 라운드에 알맞는 점령 지점들을 소유하고있습니다. 블루가 각각의 점령 지점을 단계 안에서 점령했을때, 추가의 시간을 받거나, 다른 단계로 갈수 있는 기회를 얻습니다. 이런 맵들은 결코 양쪽이 대칭적으로 디자인이 되지 않습니다, 그러므로, 모양의 변화를 주고, 맵의 진행의 디자인에도 변화를 줍니다. 왜냐하면 이 맵들은 몇몇의 단계가 있기때문입니다; 단계들은 각각 그들로 향하는 길목과 개인 게임플레이의 경험을 주는 점령 지점 장소를 몇몇 가지고 있습니다.

이점
높은 다양성.
진전 감각.
흐름을 조정하기 쉽다.
플레이어들에게 인기가 있다.
난점
밸런스 맞추기가 어렵다.

분투

Granary의 중앙, 대칭적인 점령 지점.

대칭적인 점령 지점 맵들은 두 팀들이 그들이 원하는 대로 공격하거나 방어할수 있습니다, 그리고 한팀이 모든 점령지점을 차지할때 그들은 승리합니다. cp_well, cp_granary 그리고 cp_badlands 들은 주요 예제들입니다. 그들을 보자면, 양 팀들은 맵의 가장자리 쪽에서 시작하여 중앙지점으로 전진하며 전투를 전개합니다. 맵이 대칭적이면, 게임을 승리하기 위해 팀들은 중앙 지점을 잡고 버틸것입니다.

전통적으로, 대칭적인 맵은 두 개의 점령 지점이 잠금 해제되있습니다. 이것은 팀이 짜증하는 스카웃이 전의 점령지점으로 가서 이전의 점령지점을 몰래 차지하는 그런 걱정 없이 한 곳의 지점으로 플레이어가 집중할수 있게 하기 위함입니다.

이점
대칭적 설계로 디자인 일을 반으로 나눠줌
난점
경기가 만약 어느 팀도 아무 점령 지점도 먹지 못할경우 게임이 계속 길어져, 플레이어들을 지치게 합니다.
크기는 시간과 상관이 있습니다. 큰 분투 맵일수록 속도가 느린 클래스일수록 문제가 많이 생깁니다.

PL - 수레밀기

Goldrush 3-1. 터널이 선로와 접해있음.

Payload is an assault gametype in which control points are captured with a moving bomb cart instead of by players. Attackers push the cart along a rail track and over the timer-extending CP's by standing nearby, while defending players stop it either by keeping attackers away from it or by standing near it themselves. Payload was introduced with pl_goldrush, which for quite some time after release was TF2's most popular map.

Payload has many similarities to CP assault, but also some subtle differences. The biggest is that the objective area doesn't leap from one area to another as it does in CP: the bomb trundles steadily, meaning that attackers can't ninja cap the next point before the defenders are ready. This removes the temptation some players feel to defend a locked point "just in case".

이점
(Assault CP를 보세요.)
부드러운 경험. 갑자기 요동치는 점령 지점의 맵들 보단 완만한 진행.
폭탄 수레가 중심 지역을 항상 확실하게 합니다.
난점
(Assault CP를 보세요.)
엔티티의 역할이 많습니다, 심지어 수레의 폭발에 대한 사용자 정의 모델들도.
육중한 공격수 들은 적들의 선로들을 완벽하게 알아두고 있어야합니다.

TC - Territory Control

A inner CP on Hydro, currently owned by Blue.
A outer CP on Hydro, raised up above a radar dish. Height becomes an issue here.

Territory Control can be thought of roughly as linear, round-based CP on a nonlinear map. Four cross-connected areas are fought over two-by-two until one team controls all, at which point a one-way assault into their "headquarters" launches. If this seems confusing, play a few rounds of tc_hydro and you'll soon get the hang of it.

If neither team capture an area within a time limit the round is declared a draw and, if the server has it enabled, sudden death mode begins. This will happen quite a lot, unfortunately, since the four main areas can be played in any order so all need to be balanced against each other.

This also makes TC maps the hardest to create, since you've got 3*3 = 9 possible combinations to cater for! Texturing can also be challenging since each area can be owned by either team, leading to a predominance of Grey and white tones.

On top of all this, hydro is unpopular on servers thanks to the number of stalemates it leads to. You might have trouble getting server operators to include your map in their rotation

Advantages
Very few are made so there's less competition
Can afford to experiment and try a variety of different ideas in one map
Disadvantages
Very difficult to balance four different areas against each other
Visual design difficulties
Very large

KOTH - King of the Hill

Viaduct's central point. All of the fighting occurs around here.

In the King of the Hill gametype both teams assault a central point. The control point unlocks 30 seconds after the round has started. When one team captures the point their timer on the top of the screen starts ticking down. If the other team captures the point then their timer starts ticking down and the other team's timer stops. (So if Blu ran their timer down to 2:30 and then Red took over the control point then the Blu timer would stop at 2:30 and the Red timer would start ticking down)

When the timer for one team has reached zero, that team wins. If the point is partially captured when a team's timer reaches zero, overtime occurs until the point is either captured by the other team or defended by the team with zero on their timer. If the other team captures the point during overtime their timer will start ticking even though the other team's timer is 0.

KOTH maps are popular on many servers due to their simplistic gameplay and chaotic action occuring at one control point. They should always be symmetrical to ensure team balance and should also be relatively small due to having only one point.

Advantages
Easy to create
Easy to balance
Relatively popular
Very unlikely for one round to go long enough to burn out the player
Disadvantages
Not much depth
Can get repetitive due to short round times

Design

There is a great deal that can be said on this subject, so consider the following a brief introduction only.

Tip.png팁:Try sketching your layout idea with pen and paper first. It's much faster than building something in Hammer only to discover that it doesn't work, or that you want to do something else.
Class abilities
The key to a fun map is playing off each class' abilities against the others'. Height, sight lanes, windows, cover and arena size are just a few of the tools you have at your disposal.
Objective location
Where to place flags, control points or the payload track is the most important decision you'll make. Closed spaces are generally harder to defend than open spaces, unless that space is so open sniping becomes viable. Raising the objective up makes approaching it a more delicate (and potentially frustrating) act, while lowering it allows players to pound whoever is down there from a height.
Entrances/exits
Never, never, EVER leave a team with only one entrance or exit to or from a location, unless it's at the very start or end of a map. Doing this invites grinding, griefing and general misery.
Equally important is the balance of entrances/exits for each team. If one team has three choices of approach while another has ten, the second team has an obvious advantage (which may be what you want).
Detail
Don't choke your map with detail. That approach might work in story-driven single-player games, but in TF2 clarity is everything and detail only serves to slow the eye down. Try to focus your details around areas of interest, such as objectives like flags and control points, doorways, spawnrooms, and frequently used hallways. Detail any area the player will see up close often and pay attention to.

Look at others' work, keep playing the game and keep making maps, and eventually you'll have an understanding of TF2 map design.

Case study: GravelPit B

Only Soldiers, Demomen, and Scouts can reach the roof of point B.
  • Gravelpit (Control Point B) has a well-balanced mix of outdoor and indoor combat, spiked with a rooftop that is only accessible to Soldiers, Demos and Engineers. However, health and ammo can only be found by descending. If players on the roof are prepared to crouch down and stand on the rim of the bell tower they can fire down directly into about half of the CP's floorspace.
  • There is a raised platform to the left that can only be mounted by Soldiers/Demos and Scouts; other classes must run around the other side of the building, or else go in the front.
  • There are windows in the CP building to lob grenades through, the left of which reveal walls which allow Soldiers to deal splash damage to players or buildings sheltering nearby.
  • Elsewhere a small shack can provide shelter for an attacking Engineer's buildings, but an unbreakable window allows defenders to see what's happening inside.
  • There is a ring of rock spires, roofs and thin wooden walls that Scouts can use to leap about on, though very few players actually do this.
  • Lastly, a raised walkway on the left edge of the arena provides cover for snipers, albeit with limited visibility.

Construction

Basic Elements of a TF2 Map

A map is built from basic geometrical elements. Some tutorials cover the creation of these elements. If maps are the complex molecules, the elements are the atoms. The covered topics include:

Other tutorials approach the explanations in a different way. The following tutorials are in-depth explanations of the creation of certain elements and goal systems:

See Basic Map Construction for details on how to create each component of a TF2 map. This section gives only general advice.

Signage

TF2 maps have lots of signs in them that guide new players in the right direction. They take the form of models that you can place with the prop_static entity, are located in the props_gameplay/ folder, and all start with 'sign_'. Use the model browser's Skins tab to select the appropriate message and team color.

The big arrows seen in Valve's maps are materials, which can be used as decals or by applying them to brushes. Hydro's round arrow sign can be found at props_hydro/cap_point_arrow, and will need a floating func_brush with the appropriate material placed in front of them.

Tip.png팁: Dependent on map design and flow, a good idea would be to "enable/disable" signs based on team, and location, direction of goal. This can help stop confusion with players going the wrong way if your map happens to offer multiple routes. You want to streamline your map using signs!

Clipping

Use player clip brushes to stop players from getting stuck on complex walls.

Clipping is the process of creating invisible walls in places where you don't want players, buildings, or both, to go. You should always associate one with a visual effect that lets players see that they can't go that way, unless it's in the sky or another location where people shouldn't be unless they've found a map exploit. Since rocket/sticky jumping can launch players high into the air, you need to be extra careful about doing this correctly!

Warning.png경고:Beware creating 'perch points'. These happen when one object or clip brush sticks out from what's above it, by even the tiniest amount, allowing players to stand halfway up a wall.

There are two types of clip. Each are made by applying a certain material to a brush:

tools/toolsclip
Stops anything from entering the volume, including physics props and engineer buildings, but does not stop projectiles such as grenades
tools/toolsplayerclip
Stops players from entering the volume

It's a good idea to playerclip the roofs of buildings and any small ledges unless you specifically want players to be able to access them. You should also use playerclip on 'rough' surfaces that they might otherwise get stuck on when sliding along.

Brush Heights

Study brush heights within your map, and try to design the map on an even ground. This not only helps with optimization, but it can also help how certain classes can move throughout the map. In example, if a scout double jumps and can't seem to reach a ledge due to it being a few units higher, lower it. Make no area of the map only restricted to one class, allow at least half of the classes to be able to access multiple heights. Take into account as well the many Unlockable weapons to come for further updates. Many of the weapons unlocked by classes have the ability to push other players. Things like cliffs, or clipped areas could be griefed or accessible by such weapon features.

The usual height of a wall tends to be "192" units. This offers enough space for all classes, while still maintaining realistic design.

See also