Deathmatch Map Design Theory: Difference between revisions

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(→‎Player spawns: really isn't a catch-all solution to spawn camping, but different games have different ways of encouraging the players to keep moving)
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* '''Deathmatch spawnpoints should be reasonably spread apart, unless they share the same team'''.
* '''Deathmatch spawnpoints should be reasonably spread apart, unless they share the same team'''.
: 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.
: 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.
: For ''team deathmatch'', multiple of the spawnpoints for the same team should be clustered, but these clusters should still be a reasonable distance away from other teams' spawnpoints.
: For ''team deathmatch'', multiples of the same team's spawnpoints ''should'' be clustered, but these clusters should still be a reasonable distance away from other teams' spawnpoints.
* '''Discourage spawn camping'''.
* '''Discourage spawn camping'''.
: There are many ways to tackle this, and there's no one catch-all solution. Be creative; deathmatch games are most exciting when everyone is constantly moving!
: There are many ways to tackle this, and there's no one catch-all solution. Be creative; deathmatch games are most exciting when everyone is constantly moving!
* '''Spawn points shouldn't be too far away from weapon drops'''.
* '''Spawn points shouldn't be too far away from weapon drops'''.
: In {{hl|2}}'s multiplayer, for example, the player starts with the [[weapon_glock (GoldSrc)|glock]] and the [[weapon_crowbar (GoldSrc)|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 [[weapon_357 (GoldSrc)|revolver]], [[weapon_9mmar (GoldSrc)|MP5]], or [[weapon_shotgun (GoldSrc)|shotgun]]).
: In {{hl|2}}'s multiplayer, for example, the player starts with the [[weapon_glock (GoldSrc)|glock]] and the [[weapon_crowbar (GoldSrc)|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 [[weapon_357 (GoldSrc)|revolver]], [[weapon_9mmar (GoldSrc)|MP5]], or [[weapon_shotgun (GoldSrc)|shotgun]]).

Latest revision as of 13:37, 14 July 2023

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This page is for the cross-game deathmatch gamemode in general.
For the deathmatch gamemode in CSGO specifically, see Counter-Strike:_Global_Offensive/Game_Modes/Deathmatch.
For specifics about deathmatch mode in other games, see their applicable level design category page.

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". Nonetheless, many base level design concepts remain a staple across all the games the mode is found in.

Player spawns

  • Deathmatch spawnpoints should be reasonably spread apart, unless they share the same team.
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.
For team deathmatch, multiples of the same team's spawnpoints should be clustered, but these clusters should still be a reasonable distance away from other teams' spawnpoints.
  • Discourage spawn camping.
There are many ways to tackle this, and there's no one catch-all solution. Be creative; deathmatch games are most exciting when everyone is constantly moving!
  • 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).