Saturday, 6 December 2014

Multiplayer Map Design - Overview 1

Through development of my multiplayer map to my current point, I have learned multiple new processes and tools to aid me in map creation and have a prototype multiplayer map functioning for play in both Deathmatch and Team Deathmatch.

I have constructed a two-tier map, consisting of 3 rooms and a set of corridors with a walkway above, the rooms containing various pickups and the walkway giving access to a rocket launcher.

Through peer feedback I have noticed some issues with waypointing, notably AI ignoring certain path nodes and in one case an AI attempting to scale a non-scalable mesh repeatedly, rendering them useless to the game mode, providing less than desirable competition from any difficulty AI.

I have taken into consideration many features of a standard multiplayer map and will continue to develop my map taking inspiration from already existent multiplayer maps and building my knowledge as applicable.

Things I still need to consider:

  • I need to fit in more player starts, the standard number for a DM map is 16 as to vary the spawn locations of all users upon death, this will require shifting some nodes and/or player starts, taking into account positioning of spawns to decrease the likelihood of 'spawn-killing'.
  • I have experimented with teleports in my level, but have not yet finalised implementation in the map, as I feel there is currently no use for them, the map is fairly small and can be navigated within a short time frame, I feel as though a teleporter would simply loop the paths which users would take, slowing down pacing and more importantly breaking the architectural flow.
  • I am looking to include some jump pads in my map to make the upper level more accessible, this could also possibly assist me in the fixing of some AI based issues I am currently facing although I would like to fix these without using extra nodes where possible.
  • I will continue to look at peer reviews and analyse them throughout development, I will change my map as appropriate and the gameplay will adapt to the new map and scripting as a result.



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