I have started this a long time ago, now it's finished.
For all level designers who are interested, I put together some thoughts on designing great multiplayer FPS maps. It if focused on the Quake series of course, and uses Quake 2 as an example. This guide does NOT talk about technical stuff like editors, vis, or whatever. It is about designing maps that play great, not about placing brushes.
As most people here know, I am lazy and thus prefer to make small maps. So I like 1vs1, and the guide focuses on that. It will still help you if you make DM maps, and it is certainly not limited to Quake 2.
The guide is split into 3 parts (and you should read part 1 first ):
* Introduction -- explains the basics (like item layouts, up-player and down-player, ...) * Examples -- shows and discusses item placement and great spots to fight in some famous maps * Details and Conclusion -- draws conclusions from the examples, and discusses some items in detail
It is important to note that the guide is not the truth, it's just some thoughts of mine. Feel free to discuss them, point out errors, whatever. I hope it helps somebody.
Post by NIN-Kitsune on Mar 28, 2015 0:13:47 GMT -5
Very good! Maybe I hadn't been looking in the right places, but I sure haven't really been seeing guides that get into the science of item layout very much, I'll try to take it in consideration in future! Certain things are obvious like placing items like Quad or BFG in a harder to reach place with risks and all, but the other stuff is quite intricate to decide placement of and equally important and it's good having a well explained tutorial on.