Deathmatch Map Design Theory: Difference between revisions
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SirYodaJedi (talk | contribs) (→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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: 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'', 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''' | * '''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'''. | * '''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]]). |
Revision as of 13:36, 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.
- 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.