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.
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.