X

How To Build The Best Multiplayer FPS Maps: Part One

DennisScimeca
14 Comments

Posted December 15, 2011 - By Dennis Scimeca

Halo: Reach Map Packs Coming November 30

Producing quality maps for first-person shooter multiplayer games is a tricky business. Players demand variety, but also want consistency, and when map packs can run fifteen dollars apiece, players want to make sure they’re getting value for their money.

We were curious as to whether the experts in multiplayer FPS map design held any “rules” in common for how to design the best maps, so we spoke with a group of experts in the field: Jim Brown, Lead Level Designer at Epic Games (whose work includes the Unreal series); Phillip Tasker, Lead Level Designer at Treyarch (the studio responsible for Call of Duty: World at War and Call of Duty: Black Ops); Adam Crist, Design Lead at Certain Affinity (World at War, Black Ops, Halo Reach and Halo: Anniversary); and level designers Inge Jøran Holberg and Niklas Åstrand from DICE (Battlefield series).

Overall Design Philosophy

Call of Duty: Black Ops
Rezurrection Walkthrough - Your Guide To
The Maps

Our first question to our devs was what their big-picture design philosophies were for building multiplayer FPS maps.

Jim Brown from Epic cited balance as the key. “Size is important, flow is important, visuals are important, but if a map is imbalanced, no one will want to play it.”

Phillip Tasker said that Treyarch begins with finding a powerful gameplay concept, like fighting under a rocket while it’s taking off (a concept realized in Black Ops). Then it’s a matter of tending to the nitty-gritty. “Moving on from high concept, define the dominant engagement range of the map, carve out the main paths to force players into head-to-head battles, establish ‘destinations’ where players want to fight for dominance, and build out a cadenced flow with careful attention to cover placement and angles of attack,” Tasker said. “Always remember that the most memorable maps break these rules, just not all at the same time.”

Adam Crist said that Certain Affinity focuses on flow and ease of navigation so that players can easily find the action from the very first time they step into the level. “By the second and third time, players should start to have a strong understanding of all the major locations and pathways throughout the level,” Crist told us, “so that by their fourth and fifth time they’re executing their own strategies and not struggling with trying to figure out where they are.”

Inge Jøran Holberg and Niklas Åstrand from DICE have to think about the nature of combined-arms combat first and foremost. A good map in Battlefield “should be a dynamic playground where there are no ‘silver bullets’ and where the focus shifts constantly between infantry and vehicle combat,” they said. “For us, a good multiplayer map takes the experience of a constantly shifting battlefield and builds upon that.”

Balance

Battlefield 3 Back To Karkand Expansion Pack Screenshots

First person shooter players love to complain about whether maps are balanced are not, but what is “balance” on a multiplayer FPS map, anyway? “This is the million dollar question! Team balance, weapon balance, map flow, player skill levels, latency to the server, the core gameplay loop and more can all be balanced in different ways,” said Epic’s Jim Brown. “I prefer to think of it in terms of two evenly skilled players (or teams) having equal chances of doing well when matched against each other in ideal conditions.”

“Balance in a multiplayer map means symmetry in opportunities to win (not necessarily symmetry in map layout),” said Treyarch’s Phillip Tasker. “Map advantages for one team, such as an elevated position, should be offset by similar advantages or opportunities for counter-tactics. Localized “imbalances” can create great tension and encourage players to alter tactics to defeat the other team. The key is to ensure appropriate counter tactics are available and that imbalances are not unevenly distributed in the rest of the map.”

Adam Crist from Certain Affinity agreed that fair competition was the definition of balance, which can be a challenge during asymmetrical map design. “We try to ensure that every strong position on the map has a counter to it. If we have a strong sniper location, we either create another sniper location that has line of sight to the first, and/or create a back path that is protected from the sniper so players with mid-range and close-range weapons can outflank the sniper,” Crist said. “In addition to creating counters to strong locations on a level, we also ensure that each team has equal access to these locations. This of course also extends to weapon locations when working on games where designers can control the weapon palette and spawn locations.”

Inge Jøran Holberg and Niklas Åstrand from DICE use the challenge of balanced asymmetrical design as a vehicle for telling stories with their maps. “Rush mode often pits attackers with vehicles against defenders that can dig in at their defensive positions. The attackers need to be on the move towards their objectives, while defenders can keep falling back until there’s a desperate last stand at the final M-COM stations,” they told us. “This setup might not look balanced on paper, but both sides have a fair chance to win the game, just using different tactics and gameplay to secure the win.”

Core Player Skills

Hands-On New Halo: Reach Maps

First person shooters vary in style these days. The open maps of Battlefield require different player skills than the tight corridors of a Call of Duty killfest. We still wanted to know if there were any core skills that a multiplayer map should test first and foremost.

We had to chuckle at the blunt answer from Phillip Tasker of Treyarch. “Yes…the ability to shoot other players,” he said. “Nothing should come between you and your ability to have a head-on fight with the enemy. Every map will make this experience a little different and provide layers of complexity for tactical gameplay and variety, but at the end of the day, all maps should encourage players to go head-to-head in engagements that test a player’s ability to shoot the other guy first.”

Holberg and Åstrand challenge Battlefield players to constantly switch up their skillsets through requiring different kits at different times during a battle. “Sometimes we challenge you to change your class and kit to adapt to a new environment,” they told us. “The best multiplayer maps have varying environments that will reward creative teamwork. When every player has an important role to fulfill for his squad to be effective, that’s when we have succeeded in creating a great map.”

Jim Brown from Epic cut straight to the heart of the matter: What skills you test will vary depending on the situation. “I think that depends very largely on the game itself, and not as much on the map,” he said. “Some games might rely on movement and flow, or on cover and sniping, or maybe even light, gravity, or some other game mechanic that has nothing to do with the map itself. The best advice I can give is that if you’re going to make a map for a game (or be successful in playing one), make sure you really intimately know the game itself and all of its subtlety so that you can position that knowledge.”

Adam Crist told us that Certain Affinity holds to a similar philosophy. “Good multiplayer maps should always be testing a player’s ability to master the game’s core mechanics,” he said. “In the end it comes down to highlighting the core mechanics of the game that separates its experience from that of another game.”

(Check back tomorrow; we'll be featuring Part 2 of "How To Build The Best Multiplayer FPS Maps," where our panel of top map developers discuss choke-points, tactics, over-powered strategies, testing and more in our quest to define the perfect first-person shooter map.)

Dennis Scimeca is a freelance video game journalist from Boston, MA. His weekly video game column, First Person, appears on The Escapist. Reach him through his blog Punching Snakes, or follow him on Twitter:

How To Build The Best Multiplayer FPS Maps: Part One
http://www.g4tv.com/thefeed/blog/post/719216/how-to-build-the-best-multiplayer-fps-maps-part-one/
http://files.g4tv.com/ImageDb3/252526_S/halo-reach-map-packs-coming-november-30.jpg
BlogThread_719216
  • GunGameGansta

    BloodDrive for Gears 2 and/or 3.

    Posted: January 13, 2012 8:28 AM | Reply | Report
    GunGameGansta
  • RANDOMxSTFUxGUY

    bf3 got it right with the vehicals and team work butlike most of us said the maps get very boring very fast the goal should be to leave a huge open space with selectable battle zones enough vehicals for playerswho want to use them and give the players who dont the right advantages to survive and get in the fight. Black ops lost me in zombies mostly cuz oof no community maps. now i know this probably wont be read but plz spread the word that any and all game creators dhould ask ther gamers what they want. that is how you make a great game.
    thank you for reading.

    Posted: January 4, 2012 5:17 PM | Reply | Report
    RANDOMxSTFUxGUY
  • dsa0224x

    Multiplayer= randoms just doing random things to other random players.. no life gamers..

    Posted: December 19, 2011 5:04 PM | Reply | Report
    dsa0224x
  • SolidBeezy

    best multiplayer map is temple in goldeneye 007 for n64. hands down.

    Posted: December 18, 2011 2:43 AM | Reply | Report
    SolidBeezy
  • RRT1234

    Well MW3 threw most of this out the window about 5 good maps to the 16. Quality over quanity IW. Go back to what you did right in previous cods like COD4 Backlot, Crossfire, Bog, Ambush, Pipeline, Crash, Overgrown and maybe others. MW2 Afghan, Invasion, Karachi, Terminal, Derail. DLC Broadcast, Creek. All these maps were equal for a most part while some favored to other standards like some were more for snipers while some were for run and gun and then some just managed to fit both. Notice how all the maps above were not a small crammed maps with tons of broken cars and trucks and debri everywhere like in MW3 they also didnt take the sniper player out of the picture. Look at both sides of the picture not what you think is best... but the communitys.

    Posted: December 17, 2011 4:55 AM | Reply | Report
    RRT1234
  • FuzzyLumkins

    @dabobo602 @BpPomerleau

    I think MW3 maps are just as good as the MW2 maps. More variety, more textures. Not to mention they're all new maps. Unlike wasteland and chinatown from MW2 which were just exact replicas of Brecourt manor, and Carentan from previous call of duty's.

    A part of me wishes and thinks about how cool it would be to have an open marketplace of all the maps from previous call of duties. *drool* Maybe in the future.

    Posted: December 16, 2011 2:06 PM | Reply | Report
    FuzzyLumkins
  • usrevenge

    one of the issues is some games EVERY map sucks
    halo 3, reach, maps were terrible
    MW3 worst maps on this gen
    after a few days the BF3 maps suck also, they all feel the same.
    Gears 3 maps are pretty bad.

    to be a good map its simple, if it is the only map in the game you could have a blast with the game anyway.
    examples are some cod 4 maps, which were amazing, crash, shipment to name a few.

    i will also say, ones the tools are their, Multiplayer map design is by far the easiest aspect of the design of a game. hell thats why many games have MAP EDITORS.

    Posted: December 16, 2011 1:51 PM | Reply | Report
    usrevenge
  • dabobo602

    BpPomerleau

    I agree with you that most of the maps on MW# are garbage compared to previous MW2. They make you play the way they want you to and not the way you want to play. not happy with it. I dont really want to wait fo the expansion maps but I will. but at the same time playing Battlefield and Skyrim.

    Posted: December 16, 2011 12:57 PM | Reply | Report
    dabobo602
  • Simong6016

    LOZ SS haha xD

    Posted: December 16, 2011 10:39 AM | Reply | Report
    Simong6016
  • Cryptomaster420

    what DPsx7 still trolling :(

    anyways IW had created garbage maps for MW3 so unbalanced only good ones were Dome and Mission

    Posted: December 15, 2011 6:54 PM | Reply | Report
  • lustinius

    The difference between what the CoD and Battlefield designers said is important really marks why I like one more than the other.

    The CoD designers focused on just making sure that you go head to head, but it typically isn't balanced very well and you end up with a 10 year old with a 'noob tube' pissing you off.

    The Battlefield designers focused on dynamic gameplay where you should fill a shifting niche roll on your squad/ team. But if you get up on there with a 'bad' team, then you're pretty much guaranteed to do bad.

    Posted: December 15, 2011 6:21 PM | Reply | Report
    lustinius
  • Aaron82

    Nice article!

    You should ask the Timegate guys about Section 8 Prejudice maps.
    I think they'd agree on these points as they seem to adhere to them from my perspective.

    Posted: December 15, 2011 4:29 PM | Reply | Report
    Aaron82
  • DPsx72

    DPsx72's comment is abusive and has been removed.

    Posted: December 15, 2011 3:18 PM | Reply | Report
    DPsx72
  • flashyandy

    Awesome story/series. Thanks, Dennis!

    Posted: December 15, 2011 1:32 PM | Reply | Report
    flashyandy

Add a Comment

Limit 5,000 characters | 5,000 characters remaining
Log in to Comment
Post to Facebook
Post to Facebook

SPONSORED AD

ADVERTISEMENT

Blog Tags

g4tv.com

  • Konami E3 2012 Press Conference Video

    Posted: Yesterday 12:09 PM

    7,195 Views | 31:37

    4 / 5

  • Official E3 Preview of Kingdom Hearts 3D

    Posted: Yesterday 12:13 PM

    4,631 Views | 02:43

    3 / 5

  • The Elder Scrolls 5: Skyrim "Dawnguard" DLC Trailer

    Posted: 2 days ago

    16,007 Views | 01:37 | 15 Comments

    5 / 5

  • Olivia Munn, Alison Haislip & More Of Kevin's Co-Hosts Say Goodbye

    Posted: 2 days ago

    13,521 Views | 06:32

    5 / 5

  • Best Nude Scenes in Video Games

    Posted: June 29, 2009

    904,908 Views | 03:12 | 35 Comments

    5 / 5

AdChoices