What Makes A Good Multiplayer Map?

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azncutthroat

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I'm sure that all gamers here on the Escapist have issues with multiplayer maps, and we all have a list of gripes; the spawn points/system is broken (i.e. players spawn too close to enemies, place of previous death, etc.), places that give campers too much of advantage, weapon placement is unbalanced or poor (i.e. useless weapons), one spawn side has an unfair advantage, etc.

So Escapists: What are the principles that every map designer must keep in mind for a good multiplayer map?

Here are some of my ideal conditions:
- Spawning: spawn points should NEVER be in the center of the map, and preferably around the edges of the map (a la Bad Company 2's Squad Deathmatch). If a player can't be spawned safely, THEN DON'T SPAWN THEM AT ALL.

- Weapon placement: power weapons should ALWAYS be placed in the middle of the map, or in areas of high contention. Weapons that dominate in certain situations (i.e. shotgun in CQC) should be placed in areas WHERE THEY ARE NOT DOMINANT, nor entirely useless. And weapon placements SHOULD ALWAYS BE VISIBLE.

- Accesibility/mobility: maps should be designed around motion and offence. The only single-entrance areas should be around the map, and NEVER in/around the center, and even then should be complete deathtraps to discourage campers. Beginning spawn points should be vulnerable enough to also discourage campers. Chokepoints should always have several alternate paths around, above, or under. Vehicles such as quadbikes/Mongooses should be scattered around the map, not concentrated around a area/spawn point.
 

XJ-0461

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There should NOT be an area where someone can sit with whatever weapon and get dozens of kills with. It's just a massive waste of time if someone can finish a match from one location.
 

sephiroth1991

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Look at Team Fortress 2, some of the best maps, balenced

OT:I like linear maps with pre-determined spawn points that enermies can't enter

MGO also did some of the best map designs
 

azncutthroat

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sephiroth1991 said:
Look at Team Fortress 2, some of the best maps, balenced

OT:I like linear maps with pre-determined spawn points that enermies can't enter

MGO also did some of the best map designs
Yeah, TF2 had some great symmetric maps, particularly 2fort.
 

Wolfram23

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I guess it depends on the genre. I've really enjoyed a lot of the MW2 maps. They're not symetrical except in some basic ways (like Rooftop has underground entrances to either building) but for the most part, every room or possible camping spot either has a minimum of 2 entrances, or if it's actually a safe camp spot it usually has a shitty LoS.
 

sephiroth1991

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azncutthroat said:
sephiroth1991 said:
Look at Team Fortress 2, some of the best maps, balenced

OT:I like linear maps with pre-determined spawn points that enermies can't enter

MGO also did some of the best map designs
Yeah, TF2 had some great symmetric maps, particularly 2fort.
Even if their not symmetrical they still seem like the developers had thought them through
 

azncutthroat

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Wolfram01 said:
I guess it depends on the genre. I've really enjoyed a lot of the MW2 maps. They're not symetrical except in some basic ways (like Rooftop has underground entrances to either building) but for the most part, every room or possible camping spot either has a minimum of 2 entrances, or if it's actually a safe camp spot it usually has a shitty LoS.
I think you mean Highrise. And that map be so great, if it weren't for that camp spot on top of of one of the buildings (way too overpowered; why did they even put it there?) and that beginning spawn kill window.
 

Seydaman

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CokeColaForTheWIn said:
I like maps where it just one side vs another, and theres a line that prevents you from going to the other side and killing everyone. sadly no one does this anymore
See: Bad company 2, rush maps, attacker's spawn can't be entered.
 

Ironic Pirate

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A map that is a relatively short distance to get to the other team, but no line of sight. Possibly lots of flanking paths. I like semi-simple ones, to complicated and you have people camping/getting lost, which means you will have to track them down ad nauseam.
 

azncutthroat

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seydaman said:
CokeColaForTheWIn said:
I like maps where it just one side vs another, and theres a line that prevents you from going to the other side and killing everyone. sadly no one does this anymore
See: Bad company 2, rush maps, attacker's spawn can't be entered.
Yeah, I hold the Battlefield: Bad Company series, as one of the games with the best spawn systems.
 

TPiddy

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I think Gears of War absolutely nails a lot of this... each map typically gives each side a few of the smaller weapons while the major ones are always located in contention points. Most maps are symmetrical, with several well-placed access and choke points.
 

ygetoff

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I like the system present in the Modern Warfare games where you spawn near teammates and the spawn points don't belong to specific teams. The only big problem with that system is that sometimes you'll end up spawning next to a teammate right as an enemy mows you both down.
 

Fenreil

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seydaman said:
CokeColaForTheWIn said:
I like maps where it just one side vs another, and theres a line that prevents you from going to the other side and killing everyone. sadly no one does this anymore
See: Bad company 2, rush maps, attacker's spawn can't be entered.
Only the first of the attackers bases can't be entered in BC2.

I like it when maps have one really obvious sniping spot. All the new snipers run up there immediately. Free kills.
 

azncutthroat

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TheFacelessOne said:
Vehicles

The End.

Seriously though, Vehicles are AWESOME. I'd agree with the OP, had he put vehicles.
I did.

azncutthroat said:
- Accesibility/mobility: maps should be designed around motion and offence. The only single-entrance areas should be around the map, and NEVER in/around the center, and even then should be complete deathtraps to discourage campers. Beginning spawn points should be vulnerable enough to also discourage campers. Chokepoints should always have several alternate paths around, above, or under. Vehicles such as quadbikes/Mongooses should be scattered around the map, not concentrated around a area/spawn point.
And, well, some games shouldn't have player-accessible vehicles... *coughworldatwarteamfortresscoughcough*[
 

TK421

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azncutthroat said:
If a player can't be spawned safely, THEN DON'T SPAWN THEM AT ALL.
I don't agree with this at all. On the Halo campaign, when I was forced to wait to respawn because the "area was not safe" I was pissed.
 

azncutthroat

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CokeColaForTheWIn said:
seydaman said:
CokeColaForTheWIn said:
I like maps where it just one side vs another, and theres a line that prevents you from going to the other side and killing everyone. sadly no one does this anymore
See: Bad company 2, rush maps, attacker's spawn can't be entered.
i have played bad company 2, but what im really asking for is 2 giant bases going at eachother with guns, bazookas, airstrikes. and theres no bomb or flag or anything to make you go back to your base. Its just one huge battle.
The only game I know that has such a system is Team Fortress 2, and even then there's an objective. Having an "invincible" base in a body count match will just encourage players to camp in their bases. Something needs to vulnerable in order for people to have any initiative.
 

Need MOAR APPLES

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Fenreil said:
seydaman said:
CokeColaForTheWIn said:
I like maps where it just one side vs another, and theres a line that prevents you from going to the other side and killing everyone. sadly no one does this anymore
See: Bad company 2, rush maps, attacker's spawn can't be entered.
Only the first of the attackers bases can't be entered in BC2.

I like it when maps have one really obvious sniping spot. All the new snipers run up there immediately. Free kills.
Yeah you can enter them but, your squad can't spawn on you if you're in too far and the beauty with BC2 is that, they really can't do it for long someone will eventually get them.
 

azncutthroat

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TK421 said:
azncutthroat said:
If a player can't be spawned safely, THEN DON'T SPAWN THEM AT ALL.
I don't agree with this at all. On the Halo campaign, when I was forced to wait to respawn because the "area was not safe" I was pissed.
You're comparing apples to oranges, my friend. You're talking about a gameplay spawn mechanic in a co-op campaign, which is different than multiplayer spawning. And besides, what's wrong with NOT spawning in a hot zone?
 

XT inc

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to describe the things that make a good map are hard, it has to reach a kind of zen with its components. Weapon placement, visibility, the various levels of play, High, low, mid ground. Finding the perfect blend of tight quarters or open spaces.

I find in most cases Modern Warfare 2 Does this horribly. They throw a slap dash of corners viewing planes, effects, and clutter at you its amazing some people are as good as they are. When you bumble around a corner not to notice the spec of a man on a 40" hdtv amongst the fuzzy draw distance, objective marker and your team mates names,only to get clocked in the head because they don't see all the names and icons for that moment.

Which then leads to the second problem of taking a cautious route to get noobtubed, and then obliterated by the realization how much better you play with the tac knife, commando, lightwieght marathon combo. shank shank shank call in harrier?

to each his own but good maps have a feel that experienced gamers know. Where you feel a mix of saftey and tention. The time it takes you to get into a fight and possibly die. As much as I have issues with halo's balance the maps felt right most of the time.