Quick Map Ideas Guide: Difference between revisions

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It is important to give the player a sense of direction as to where he or she needs to go. Why are they going there? Where is it? Otherwise, a player could simply wind up just running around pointlessly because they don't know where to do. Objectives don't need to be obvious, but a player needs to be guided somehow.
It is important to give the player a sense of direction as to where he or she needs to go. Why are they going there? Where is it? Otherwise, a player could simply wind up just running around pointlessly because they don't know where to do. Objectives don't need to be obvious, but a player needs to be guided somehow.
Things like periods of rest and exploration and then periods of combat are important to a game flow. If a player just had a tough battle, give them time to catch their breath. If they've had time to look around and solve puzzles, throw some enemies at them.
Things like periods of rest and exploration and then periods of combat are important to a game flow. If a player just had a tough battle, give them time to catch their breath. If they've had time to look around and solve puzzles, throw some enemies at them.


* Sound
* Sound

Revision as of 00:06, 11 January 2009

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Introduction

Welcome to this tutorial, outlining basic guidelines on what makes a good map. This tutorial is made for mappers who want to get some ideas on what people like and want in a multi-player/single-player map.

What the people want (Single-Player)

  • Detail

A hint for making a single-player map is to add lots of detail!, because usually on the first time or even numerous times after, the player will slow down to take in all of the detail the map has to offer. (that is if you do add lots of detail) Details can be best defined as small stories told within maps, like a skeleton slumped against a wall with a blood splatter behind him.

  • Story

A really good map will have a story surrounding it. Even a single map can tell a story when it comes down to it, in many different ways, i.e, the Rat Man chambers in Portal, or the Graffiti in Left4Dead. A story in a game is best discovered, not dictated, so speech and text should be used only when it cannot be discovered by the player themselves. Remember not to get too caught up in story. Some maps can become too story oriented, and not offer much of a challenge because of that.

  • Gameplay Flow and Direction

It is important to give the player a sense of direction as to where he or she needs to go. Why are they going there? Where is it? Otherwise, a player could simply wind up just running around pointlessly because they don't know where to do. Objectives don't need to be obvious, but a player needs to be guided somehow. Things like periods of rest and exploration and then periods of combat are important to a game flow. If a player just had a tough battle, give them time to catch their breath. If they've had time to look around and solve puzzles, throw some enemies at them.

  • Sound

Sound can sometimes be neglected by many mappers, but it is an important aspect of your map, especially if you are creating map based around creating tension, or horror. Ambient sounds and BGM are your best tools when trying to set a mood in the player.

  • NPC's(Friendly and Otherwise)

Swamping a player with enemies, throwing everything you have at them is never a good idea, you can't expect a player to survive through it, let alone enjoy the experience. Gun wielding NPCs can be tough enemies, and even for the biggest battles, a player shouldn't be presented with more than 10 at once. (That is, if you expect them to fight with normal weapons.) Spacing between these enemies is also important. A group of enemies with little to no spacing can present a great challenge to a player. Friendly NPCs should all have something to say, first and foremost, and should add to the overall atmosphere of your map or mod. An NPC that doesn't say or do anything is an NPC that might as well not be there, so use entities in maps to make them more lively.

What the people want (Multi-Player)

Well multi-player is a little bit different on what the people enjoy. It really comes down to the game you are designing for, and the gametype that it is intended for play with.

  • Counter-Strike:Source

CSS is a very good game in my opinion so making maps for this game is very easy in a way. Some words of advice, try your best to not make BIG maps big maps in css never fit unless you intend a lot of people to be playing. Usually only 16 could fit in a map thats made for 8. The players of css like their maps to be fun, and exciting around every corner. Detail isn't really a big issue in this because most players of css don't look for a lot of detail in each map. Plus, you should explore the different type of maps there are. Like for example: Death run, GunGame, AIM maps, Zombie Mod, Deathmatch etc... You'll have to explore into it before you go and create a map.

  • HL2:DM

Well HL2:DM isn't much different in map creating for CSS than this. It's the same thing except there's no mod's for it so just make a map but add lots of prop's to throw around with your gravity gun. Everyone loves the gravity gun. So, like toilets, explosion barrels, barrels, bricks, etc... to make it more fun is a way to put it.

Conclusion

Well thats all I have for you with creating maps that people like. One LAST thing I would like to close with is: I'm sorry I did not add TF2, and Portal. Just TF2 is kinda the same I might have to write a different article on that one cause theres a lot for it, considering this is supposed to be a quick guide... HAPPY MAPPING!