Ko/How to Develop a Map That Works

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Counter-Strike와 일반적인 멀티플레이어 모드들에게 있어서 주로 생각해볼만한 레벨 디자인 조언들을 수록해 보았습니다.

계획

Hammer에디터를 만지기 전에! 대신, 펜과 종이를 꺼내보세요. 맵을 한번 세세히 손대기 시작하면 기본적인 구조가 잘못됬다는걸 알았을 때 수정하기가 굉장히 까다롭습니다.

Counter-Strike 맵에 있어 고려해야할 점:

  • 엄청나게 크고 개방적인 구조와 몇 가지의 특징만 가지고 너무 반복되기만 하는 구조들은 레벨을 끔찍하게 만들수 있습니다.
  • 접견 지점은, 양팀이 시작하고 처음으로 서로 마주치는 지점입니다. de_dust2 처럼 스폰장소는 접견 시간을 잘 예상하여 적절한 위치에 배치하여야 합니다.
  • 폭탄 설치 구역은 방어적인 구조와 저격수들의 은신처여야합니다. 두 팀이 맵의 특정 구역에서 이동하다 만난다면? 폭탄 설치구역이 그 접견지역과 가깝다면 안될것입니다.
  • 품질, 맵이 얼마나 효과적으로 컴퓨터에서 돌아가느냐 입니다. 방대한 축구 구장 맵은 아마 렉이 많이 걸릴것입니다, 대신에 조그만 방에 꽈배기들을 많이 넣은방은 렉은 안걸리겠지만, 게임을 할때 끔찍하겠지요...

Simple Layout

Take a look at other maps, for example de_dust2, de_cbble and most of the official maps follow a 'four-square' layout. Essentially all the maps are laid out like this, except they overlap each other and meet at different levels etc. But the basic concept of the four-square is still there, by following this method, your maps have a greater chance of having good gameplay and layout. You may also notice that some of the most popular 'fun' maps such as fy_iceworld follow this similar layout except simplified. For hostage maps a different approach to the layout needs to be considered, doesn't it? Take a look at cs_italy, the map has three main routes (Long Hall, Middle, Apartments). However, they also cross over with a central route connecting them, making the 'four-square' pattern emerge again.

Layout is one of the most important factors that will determine whether your map is a success or failure, having only one route to each bomb site or hostage holding area would be very boring and play badly. By giving more routes available and using the 'four-square' method, a map will suddenly have great playability and longevity. Just remember to not make the layout square, have twists and turns, make routes crossover each other otherwise it would still be a rather boring map. You can divert from this advice and take a completely new approach to making a map, however, this idea is only intended to give a simple theory on how a simple yet highly effective layout can be achieved.

Building

Valve usually builds "orange maps" with bare gameplay essentials before actually working on level art and textures. Concentrate on the layout of your level, then apply textures and lighting afterwards. Create the basic map structure using dev textures (type "dev" in the filter box) and big, simple blocks. For a Counter-Strike map, place some spawn points, some buy zones and some bomb sites. No stairs, just ramps.

  • Optimize at every step of map creation.
  • Turn on Snap to Grid.
  • Don't overlap brushwork, for purposes of neatness and organization.

This isn't to say that you should actually start optimizing your map now (adding hint brushes, area portals, etc.) but you should be mindful of the concepts mentioned here so that your map is constructed efficiently.

Playtest early. Ensure meeting points are timed correctly and "main arenas" do not cause low framerate.

Balance

Unleash 20 bots on the map, and let them go at it for an hour. If the result of that comes out significantly in favour of one side or another, try to figure how to re-balance the map. Watch where the bots meet, or see whether there are certain positions that gives one team too much of an advantage.

Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc.

목적
레벨의 목적은 플레이어들을 끌여들이기 마련입니다. 플레이어에게 목적을 부여하면, 플레이어가 그 순간 무엇을 하고있는 순간 그들은 무언가가 성취되어져 가고 있다고 느낄것입니다.
생동감
Give motion and momentum to your level in both a physical and temporal sense. I'm referring less to doors, trains and buttons, and more to the motion of consequences. By looking at a level, you should be able to guess what has happened before you arrived, and at least have an inkling of what will happen in the immediate future. Give the player a sense that he is running through a living area, where things happen. Have the map flow smoothly, have one thing lead to another.
특징
This can be used to describe the lighting, the structure, the relative ambiance of a level. The character of a level can determine, and is partly determined by, its purpose and motion.
적을 파악하기
The one thing holding you back from making "the perfect level" is the limitation placed upon you by both the engine and by current technology. While designing levels, always be sure to keep track of your levels performance data, and stay within the range you set at the start of your project.
과장
Regardless of art style, even may that be realistic; exaggerating a specific element in a game can give it more appeal, and have a larger effect on the player. Most things in the real world aren't questioned for their sometimes odd shape and/or placement. However in a game world, these kinds of objects are. They have the keen ability to stick out and be judged. Sometimes exaggerating an objects appearance or visibility can help justify that object's placement, or existence, even on a performance level.

다른 볼것

외부 링크

  • 시작할 때 참고하기 아주 좋은 문서들을 좀 모아봤습니다. de_dust의 제작자가 쓰신 문서들이에요.