Wednesday, August 20, 2014

Chapter 3: Depth


If you make a simple map and play Slayer on it, you will get bored after a short while, because all you do is run around trying to kill your adversary. That sort of Game Play doesn’t take a lot of thinking on anyone’s part. You just run around until you find someone, aim, and shoot. That is a shallow map.

It is when you add features to your map that offer – or even force – players to make decisions that you are adding depth to your map. You are making the Game Play on your map go beyond the basics of focusing on the primary objective itself (killing for Slayer, the flag for CTF, etc). You are giving players more to think about, more choices to make, more strategies to employ, all of which are to achieve advantages so that they can win the match. Choices make your map interesting, which translates to fun.

In this chapter I want to discuss various ways you can forge depth into your map. I want to talk about using Power Weapons, vehicles, Geometry, and Spawn Layout. But keep in mind these are just a short list of samples. Ultimately the breadth of this topic is well beyond the scope of this blog and well beyond my imagination. I only want to give enough breadth of ideas to get you started and to get you to see how limitless the possibilities can be.



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