Deathmatch Map Design Theory: Difference between revisions
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{{for|the deathmatch gamemode in CSGO specifically|[[Counter-Strike:_Global_Offensive/Game_Modes/Deathmatch]]}} | {{for|the deathmatch gamemode in CSGO specifically|[[Counter-Strike:_Global_Offensive/Game_Modes/Deathmatch]]}} | ||
{{for|specifics about deathmatch mode in other games|[[:Category:Level_Design|their applicable level design category page]]}} | {{for|specifics about deathmatch mode in other games|[[:Category:Level_Design|their applicable level design category page]]}} | ||
'''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". | '''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". Nonetheless, many base level design concepts remain a staple across all the games the mode is found in. | ||
== Player spawns == | == Player spawns == |
Revision as of 13:32, 14 July 2023
- 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, to
Half-Life 2: Deathmatch, and even
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, 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.
- Discourage spawn camping[How?].
- Spawn points shouldn't be too far away from weapon drops.