Deathmatch Map Design Theory: Difference between revisions

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'''Deathmatch''' is a game mode found in many games, from {{dmc|4.1}}, to {{hl2dm|4.1}}, and even {{cs2|4.1}}. Conceptually, the game mode isn't very different from game to game. Indeed, from a player's point of view, the objective is quite simple: ''frag or get fragged''. From a map design perspective, however, much more needs to be considered, so to prevent a map from feeling unfair, and instead feel "fun".
'''Deathmatch''' is a game mode found in many games, from {{quake|4.1}}, to {{hl2dm|4.1}}, and even {{cs2|4.1}}. Conceptually, the game mode isn't very different from game to game. Indeed, from a player's point of view, the objective is quite simple: ''frag or get fragged''. From a map design perspective, however, much more needs to be considered, so to prevent a map from feeling unfair, and instead feel "fun".


== Player spawns ==
== Player spawns ==

Revision as of 13:14, 14 July 2023

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Deathmatch is a game mode found in many games, from Quake Quake, to Half-Life 2: Deathmatch Half-Life 2: Deathmatch, and even Counter-Strike 2 Counter-Strike 2. Conceptually, the game mode isn't very different from game to game. Indeed, from a player's point of view, the objective is quite simple: frag or get fragged. From a map design perspective, however, much more needs to be considered, so to prevent a map from feeling unfair, and instead feel "fun".

Player spawns

  • Deathmatch spawnpoints should be reasonably spread apart.
Players shouldn't spawn within line of sight of each other, but they also shouldn't spawn so far apart that they will take forever to find each other.
  • Discourage spawn camping[How?].
  • Spawn points shouldn't be too far away from weapon drops.
In Half-Life Half-Life's multiplayer, for example, the player starts with the glock and the crowbar. These are both low-tier "last resort" weapons; a mid tier weapon should be nearby when a player spawns, stripped of his or her weapon (such as a revolver, MP5, or shotgun).