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FPS玩法设计议程(六):通路设计
游戏类型:&  设计类型:&
文/一毛三火箭哥
在上期简单地谈了一谈了。(请小编帮助贴一下第五篇的链接)这一期,我们将焦点放在了与“阻碍”相对应的另一个方面:“通路”(Pathway)上。通路设计的内容是FPS关卡设计中的十分核心的焦点。这一块内容,作者希望分为两期:本期,主要谈的是通路设计的基础概念和小PVP关卡设计问题;下一期,则主要谈谈如现在比较新鲜的,CSGO的攻防对抗关卡,Battlefield和PUBG等大型PVP地图的设计如何绘制的问题。
对我的专栏感兴趣的朋友可阅先前文章:
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最近在设计ing的一副FPS level map
一、FPS Gametype的分野与重要通路设计
首先我们要说一说通路广义上说,我们一般分为两种,一种是player pathways(必经之路), 它存在的目的主要是以玩家同行“主路”方式呈现。在一般的cs-like的攻守双方类型的PVP地图,都有3-4条player pathways。供给玩家选择。它们存在的战术目的主要是,提供给玩家不同的单局战术选择(rush等)。
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参考一下Dust_2 的四条主路的设计,这也是笔者认为在pathway方面,设计地最为周详、完美的一副cs-like FPS PVP地图
另一种是 alternative pathways(可选择通路),这一类pathway,一般是对于player pathway的一种补充,没有了它,玩家依然可以到达想象目标点,但是有了它,玩家可选择的小规模战术就会变得更多,一般这种alternative pathways 会较多地出现在关键点附近:爆破点bombsites(也可以是目标点objective)附近。记住,它主要是为了给玩家提供更多的固定小区域,小规模,临机应变的战术选择。
以上两类就是FPS中最为重要的两种通路设计概念。在所有类型的FPS PVP地图中,这两大类通路一定都会出现。它们互相组合,也可以和“阻碍”组合,形成一套套“一些更具体特殊的玩法”的公式。
但是,在每一类的FPS PVP玩法中,它们之间的组合是大不相同的。在讨论通路形成的玩法前,我们首先要谈谈所有FPS PVP玩法的种类,这一方面也补充了前几期中我们遗漏的一些内容。
无论是新的不能在新的PUBG,还是经典的第一代FPS游戏;无论它们想怎么变,在作者看来,它们的PVP玩法永远都脱不出这些以下7个类型(趣味类型不算在内):
1、Deathmatch(死亡竞赛)
2、Team Deathmath(团队死亡竞技)
4、Search and Destroy or Defusal(爆破)
5、Hostage Rescue(人质解救)
6、Escort(护送)
7、Conquest/Domination/Base Point Control(占点)
8、CTF(占旗)
举一个例子,《战地1》主要是Rush,Conquest,CTF组成。而更多数的经典FPS游戏,则一定拥有Deathmatch和爆破模式,在我印象中,所有的国产FPS都有这两类PVP模式。
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爆破模式的忠实者,其中包括了大名鼎鼎的育碧端游——“拆迁办”
以上各种类型的PVP地图中,和其他最不一样的玩法是死亡竞技模式,我们先把放到后面讲解,首先我们需要说一下,在攻守双方的PVP模式中,必须出现的一种“特殊”通路组合。就是choke point(直译过来是阻塞点,但是在设计中,它的主要功能并非只是阻塞,所以在这里我更愿意称之为密集交战点)
二、密集交战点
choke point是必须在PVP通路部分提到的,这是一个在gameplay 中相当关键的设计点。利用这一点,你可以通过设计主导,强制将玩家之间的战斗以关卡设计的方式秩序化。
Choke point在关卡中一般呈现为相对窄小的区域,这一区域连接相对比较大的两个区域,或者是一条player pathways(必经之路)在途中突然被缩窄,且增加了一些物理阻碍。它的目的是强迫玩家为了控制或进入它们想象目标的下一区域而交战。
为了配合FPS枪械系统的设计,choke point可依照的长短和宽窄进行调整,以射击最佳距离不同,配合不同的枪械在point进行作战。我们可以设计的Choke point作战模式又可大致分为:
1.狙击对战(互狙):要求choke point 具有十分狭窄的通路阻碍,并且这一阻碍不应过长,choke point前后两端都应该有一带比较宽敞的区域。
2.步枪对刚(钢枪):要求choke point 前后两端至少具有长宽20米左右的比较宽敞的区域,方便双方钢枪。
3.徐进对战:要求阻碍物为布满一条pathway,迫使玩家降速警戒前进。
这三种模式下的choke point在场景美术中对应的“素材”分别是:
1.狙击对战 对应 开了一个小缝儿的门,小窗口或者两个90%转角前后形成的视觉卡点
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大名鼎鼎的dust_2 中门,就是一个完美的门缝儿choke point
2.步枪对战 对应 走廊、隧道等10-20米距离突然缩窄的pathway
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Overwatch的花村B点中门在这里是一个比较好的例子,上方左右两个小窗口,也就是两个大受欢迎的狙击choke point,而overwatch设计choke point的套路,也主要是门和缩窄的路。
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Temple of Anubis的A、B两点前的两个choke point,要么是门,要么是窄路;overwatch之所以不选择在沿途布设一些障碍,这样设计的目的是为了一些英雄位移技能和直线轨迹技能能够比较顺畅的释放。而95%的英雄都拥有位移技能和直线轨迹技能。
3.徐进对战 对应 一条每5米左右就布下阻碍物的street或巷道,迫使玩家降速或警戒前进
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COD: Black Ops的著名地图nuketown中央的两个巴士和一辆小车,就是一个比较好的中央通路的徐进阻碍物堆放案例。玩家在经过阻碍物后,视野被迫变宽,所以要转移视角进行搜点,从而降低玩家的位移速度,也让玩家更为小心谨慎。
其后,我们也需要考虑choke point的放置地点,一般来说,choke point放置地必须是:
1.player pathways(必经之路)上。
2.更加靠近防御方(CT),方便防御方预先布置、卡点
3.数量不应该太少或太多,一般与player pathways(必经之路)的数量相等。
三、死亡竞技地图简笔layout的绘画
死亡竞技地图之所以和爆破等攻防分边的地图不一样,是由于死亡竞技地图的通路在实现中显得更为不明显。死亡竞技地图通路有几条、有没有固定的choke point并不重要,重要的是:
1、确保地图不应该拥有通路死角
2、为远、中、近距离射击偏好的玩家提供choke point3、有明显的视觉聚焦点,为玩家提供方向提示
4、出生点间不应该无障碍,以防玩家出生立即被发现或被击杀这里,作者就通过layout的方式,完成了一副multi-layers(多层建筑)+Pistol DM(手枪死亡竞赛)的地图设计思路的draft部分。再设计后,玩家可以将其通过PS、sektchup实现layout,然后使用sektchup、Maya、3dmax或UE4等编辑器完成地图搭建。具体的模型搭建并非是作者写文的目的,而是layout设计的步骤。
首先,先确定地图layout draft的基础部分(section),DM可以由很多sections组成,没关系,可以大胆的叠section,最近Rainbow 6:siege又火了,大家玩得多,那里面的地图纵向系数多,比较难实现,我们也可以学习一番。所以,那我们也叠个3、4层吧。注:一般笔者都是扶手画的draft,第一步很少用PS和graphics Tablet,为了对新手讲解更为清晰,这里直接使用纸笔,FPS设计的大佬们请谅解。
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Figure 1 草图的section
上面那个“回字图”好像看上去和FPS Layout一点关系都没有,但是LD的脑子里,地图结构应该已经大致成型了。其次,在脑中规划一下玩家通路(pathway),DM模式的FPS地图,切记切记要保证无死角的通路,以确保地图的流畅性,死路是绝不允许的。
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Figure 2 草图的大致通路绘本
第三,纵向上把地图的纵截面展现出来,如图,这是一个有三层的建筑,在第一层前后分别有一个的广场。
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Figure 3 层数变量
第四将你画完的三张图,以top-down的方式,精炼成一副草图,这幅草图就是一副成型的layout了。
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Figure 4 成型的layout
第五,增加一些简单YY的美术环境在旁边,这时就要考虑map的文案包装和美术包装问题了。作为一个什么都管一点的关(管)卡策划,你要考虑到玩家在每一层都应该都能看到具体的focal point(聚焦点),以提醒玩家当前的位置与方向。这点西洋工作室看得很重,切记。
我们可以YY这张map是一张高铁站,姑且称为杭州东站。那么,就可以在ground floor西侧放一个大型雕塑(苏东坡、白居易任你选……建议选择比较符合现代工业感的concept)。在ground floor西侧放一个桥,美国末日有绿桥,我们有钱塘江大桥???
由于我扶手画画+美术功底有限,就不画了。
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Figure 5 添加Focal Points和美术包装简笔画
到这里厉害的策划其实已经可以结束设计,去用PS或者Sketchup去实现你的map了。但是对于对multi-layer的FPS map不熟悉的朋友们,可以继续将layout细致做下去。
第六步,可以分别将1、2、3层的平面图都呈现出来。
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Figure 6 ground floor的平面图
ground floor为三层设计中,交战面积最为大的一层。由于是DM游戏,我们要在大空间中设计较多的障碍。如图中的四面墙,雕塑FP,排椅,和柱子。
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Figure 7 Second floor的平面图
ground floor为三层设计中,交战面积第二大的一层。图中我设计了两个2.5层,目的也是起到了视觉障碍的作用。而两条大走廊,则是专为远距离手枪玩家设计的choke point(集火点)。
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Figure 8 Third floor的平面图
ground floor为三层设计中,交战面积最小的一层。由于画的很快,也没多想什么设计点,其实可以在东边开一个露台,给予玩家高空打击一楼玩家的机会,也可以突破狭隘的视觉闭塞限制。
第七,单人竞技的DM模式,出生点(Spawn points)是随机的。那么你就要标出所有随机出生点,记住,所有的出生点都应该相互被阻碍无法一出生就被相互发现。
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Figure 9 Spawn points增加后的平面图
最后,别浪费了草稿纸,用线条模拟验证一下,此图是不是pathway无死角,若有死角请及时修改,不然到时候入电脑你会吃亏(要重新修改啊,加班啊)。
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Figure 10 通路验证YY图
好了,我们这一个20分钟完成的“杭州东站”单人手枪MD图,就做好了。最后我们可以将其适当文案包装一下,改名为“维和使命(一):杭州东站”。
然后,请打开你电脑中的各种画图软件,将你自己的想法实现把。
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发布时间: 15:48:19
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作者:Simon Hill
处于成长期的游戏设计师往往会惊奇地发现,游戏设计不仅仅是构思想法。游戏的基本构想仅仅是开发项目的种子,设计还包括细节化的游戏机制及其他游戏运转所需的各种内容。玩顶级游戏,考虑开发者在游戏内容的关键层面所做的决定,能够学到大量有关游戏设计理论的知识。目前,该主题的相关书籍也很多,甚至还有游戏设计课程。但是,学习和提升游戏设计知识的最佳方法是钻研和制作游戏。
我们将在本文探讨第一人称射击题材游戏中的多人地图设计。FPS游戏有着极为庞大和卓越的mod制作社区。而且,只有同其他玩家一起玩游戏才能够体验到游戏的深度和真正的乐趣。所有支持庞大在线社区的顶级FPS系列游戏都遵循着一套制作FPS多人游戏地图的规则。在此我们将陈述和讨论部分多人游戏地图规则,通过些许范例来说明。
所有多人地图都需要复活点,但是玩家重新生成的方法有许多种。早期多人地图存在频繁生成杀戮的问题,玩家找到其他人的复活点后埋伏在附近,在对手生成但还无法移动时杀死他。还未离开起始点就被人杀死,这无疑是最令人懊恼的事情。
在《反恐精英》之类的组队游戏中,玩家往往会在地图两端的安全区域内生成。这种方法对《反恐精英》极为有效,因为玩家在游戏中无法重生,死亡便意味着个人在这个回合的游戏已经结束。《使命召唤》系列游戏包含重生系统,玩家会重生自己同队队员附近且远离敌人,这也是种较好的做法。
反恐精英(from alteredgamer)
地图设计师必须制定潜在复活点的位置,而且这些位置应当处在玩家能够得到掩护的区域。他们还需要让玩家在复活时面对其他区域而不是墙壁。
虽然《反恐精英》系统也能够用于玩家死亡后重生的多人游戏,但是如果游戏地图过大,那么玩家便要走很长时间才能重新投入战斗。设计师可以采用的最佳系统是设置多个生成点,游戏代码会查看对手玩家的位置,只在远离他们的位置重生。在团队游戏中,你需要在尽可能靠近队友的位置生成玩家,但是不要让他们在交战区域复活。
所有的优秀多人游戏地图都有许多阻塞点或冲突点。这些是最容易爆发战斗的瓶颈区域。在《反恐精英》之类的团队游戏中,两个队伍的复活点与目标和阻塞点的距离相同,这对多人游戏地图来说至关重要。在我玩的每场《反恐精英》战斗中,两个队伍一开始都会冲向阻塞点并抛掷闪光弹,然后再进入战斗区域。
在FPS多人游戏地图和开发区域提供多条路径确实是很不错的想法,尤其是提供纵向层面的移动和路径,这总是会让游戏变得更加有趣,但是阻塞点才是呈现游戏玩法和确保产生大量危险遭遇战的关键。
“8”式是可用于多人游戏地图中的最简单布局。这个布局由两个循环和中间的主阻塞点组成。《虚幻竞技场2003》中就有个这样的地图,称为“Training Day”。这样的地图节奏相当快且场面极为混乱。这样的地图确实与游戏玩法相符,但是缺乏喘息的空间,很快就会让玩家感到疲惫不堪。
Training Day(from alteredgamer)
每个多人游戏地图都应该包含多条路径,这样的做法能够增添游戏的趣味性,鼓励玩家迂回消灭敌人。不要让玩家在任何地点放松警惕,所以在每个区域设置多个优势位置是很有效的做法。如果玩家需要不断移动视角才能查看区域内所有的位置,那么这样的地图会完全打消玩家埋伏对手的念头。
阻塞点设置不当会对地图产生不良影响,你会发现游戏玩法将只会发生在这些地方。地图设计师往往会在地图中制作很棒的区域,但因为流程或阻塞点设置不当,游戏玩法几乎只在某个通道中进行。如果你希望自己设计的3层楼房成为战斗发生地,那么可以考虑将其融合到玩家行动的必经之途中。
多人游戏地图不需要含有建筑学原理,也无需将其布局成类似于真实的建筑,但是遵循某些建筑学规则能够帮助玩家理解地图,凭直觉完成在地图中的导航。技巧就是在地图中制作看起来像真正建筑的独立成分,然后将这些建筑成分以不同于真实建筑的方式组合起来。游戏玩法总是比现实感更为重要。比如,狭窄的过道或低矮的天花板这样的环境并不适合用在多人游戏中。
需要考虑的最重要内容是,不要让玩家在地图中迷路。路标是解决这个问题的绝妙方法。添加独一无二的雕塑或村庄中唯一的红房子便足以让玩家简单迅速地弄清楚自己所处的地点。如果你使用玩家在地图中多个地点都可以看到的大型路标,那么他们也能够用此来实现导航。
尽管这个想法充满吸引力,但多人游戏地图中的对称性往往令人厌恶,而且会让玩家感到困扰。这种设计或许适用于夺旗类地图,但是多数情况下要避免出现对称性地图。
地图中出现相同区域会给以真实建筑为背景的游戏带来巨大的问题,因为多层建筑中布局完全相同的房间会让玩家无法弄清自己的位置。《求生之路2》通过路径拦截和添加奇特的路标很好地解决了这个问题,这样你就能快速弄清自己所处的地方以及应该朝哪个方向移动。当然,添加让你可以透过墙看到队友位置的功能也能够解决这个问题,游戏的易用性会更强。
求生之路2--透过墙壁看队友(from alteredgamer)
任何拥有目标的多人游戏还必须确保突出显示目标,这样玩家才能够看到。最显而易见的方法是使用迷你地图,在地图上突出显示目标的地点。但是,在地图中添加可视线索也是种极具价值的方法。高高的旗杆、冒出的烟雾或高高的电线杆都是能够从远距离发现的东西,这些都能够用来引导玩家。
在每个地点提供超过一种路径是个不错的设计方法。玩家应当能够看到他们的目标,无需思考很长时间就可以找出通向目标的路径。所以,在游戏中设置死胡同是个不恰当的做法:如果玩家跟随路标找到正确的方向,但是最终发现自己选择的是条死路,这会让他们产生很深的挫败感,因为他们必须原路重返。玩家总是会很自然地选择看起来最为直接的路径。他们熟悉地图后,可能会开始使用那些较少人选择、难以找到和较不直观的路径。
第一人称射击中存在大量货箱有一定的原因。它们最初的设计目标是作为掩体,但常常也被玩家当成临时楼梯。你可以在地图中设置比货箱显得更为有趣的掩体,但是如果你不提供任何隐藏点,那么游戏过程就是玩家直接对射,这样的地图并不能让玩家感到满意。掩体延长了战斗时间,而且使玩家有喘息时间来完成装弹、切换武器或恢复生命等动作。
在老式经典多人死亡竞赛游戏中,拾取是地图中的关键元素,某些现代游戏依然如此。这样设计的最终结果是,玩家会盯着某个区域,埋伏等待BFG生成。我对这种设计并不是很感兴趣,但这确实是让游戏玩法专注于某个区域的有效方法。不幸的是,它过于强调埋伏,从而使经验较为丰富的玩家在游戏中拥有更大的优势。
还有种方法也可以被视为是对资深玩家的奖励,同时让你的地图有更高的再玩性,还可能让玩家感到惊讶。秘密区域是个不错的元素,玩家喜欢发现隐藏区域的感觉。你甚至无需在地图中设置过多的此类区域,因为FPS地图中秘密区域可令玩家产生探索的满足感。
你可以使用秘密区域作为捷径,甚至让它们变成玩家熟悉地图后的优势点。最简单的方法是在这些秘密区域中放置低价值拾取物。这样,经验丰富的玩家便会觉得他们具有一定的优势,但这种优势不会导致游戏平衡性发生过大的偏差。
现在我们需要开始考虑最后的问题,那就是游戏的平衡性。不同的多人游戏会通过不同方式来实现游戏的平衡。但是,在任何FPS多人游戏地图中实现绝对平衡都是件极为困难的事情。游戏中总是存在较有优势的起始点、容易攻击或防御的地图区域,以及因为对获胜战略无关紧要而被玩家忽视的部分地图区域或功能。
经验丰富的多人游戏玩家会很快找出易于获胜的战略,随后所有人都会纷纷效仿。无论是使用某种特别的武器、使用开发地图后产生的战术还是抢先占领地图中的某个区域,这些让人易于获胜的战略都会很快传播并为玩家所采用。随着玩家在多人地图中花费的时间越来越长,他们会找到实现目标的所有可行方法,这往往包括利用漏洞或存在瑕疵的关卡设计。
平衡地图的唯一方法是体验并做出修改。你必须花大量时间来测试多人地图,然后向经验丰富的玩家提供地图测试版本。即便在你正式发布地图后,还是有可能出现玩家利用地图漏洞的情况。得益于补丁和自动更新,现在地图发布后产生的问题可以得到解决,以往这样的地图只能被丢弃。
理解多人游戏地图设计技巧的最佳方法是研究那些最流行的地图。比如,看看《军团要塞2》中玩家玩得最频繁的地图,你可以从中发现要如何构建路标、颜色代码区域、对称性、复活安全点和建筑结构。
还需要记住的是,基本规则并不适用于所有类型的多人游戏,应该根据各个游戏的风格和特点来设计地图。
游戏邦注:本文发稿于日,所涉时间、事件和数据均以此为准。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Game Design Theory: Multiplayer Level Design
Simon Hill
Game Design Theory
For budding game designers it often comes as a shock that there is more to designing games than coming up with a few ideas. The basic idea for a game is merely a seed that has to be developed to include detailed game mechanics and a complete schematic for how the game will actually work. You can learn a great deal about game design theory by playing the top games and considering the decisions the developers made about key aspects of how the game would play. There are plenty of
there are even game design courses but the best way to learn about, and develop your game design knowledge, is to dive in and start making games.
This article will be the first in a series on game design theory and we’re going to start off with multiplayer map design for the first-person shooter genre. The FPS genre is extremely well supported by the modding community. And, it has a lively and demanding base of online players addicted to the kind of depth you can only enjoy by playing games with other real people. All of the top FPS series which support a large online community conform, to a large extent, to a particular set of rules about how to lay out FPS multiplayer maps.
In this article we’ll lay out and discuss some of those multiplayer map rules and provide a few examples to illustrate. There is an awful lot to game design theory and you’ll find many different opinions in the games development community. This article only scratches the surface and is intended as a general overview. Since so many modders start off by designing multiplayer maps for their favourite games this seems like an ideal beginning.
Spawn Points
All multiplayer maps need spawn points but there are many different ways of dealing with player respawn. Early problems with multiplayer maps included frequent spawn kills where players learned spawn points and camped nearby to kill off opponents before they could get going. There are few things more off putting than being killed before you’ve moved from your starting spot.
For team based games like Counter Strike players are often spawned at opposing ends of a map in a kind of safe zone. This works perfectly for Counter Strike because you never respawn, once you’re dead you are out of the round. The Call of Duty series developed a respawn system so it would spawn you close to your team mates but away from enemies and this works better in most game modes.
The map designer has to specify the location of the potential spawn points and where possible these should be in areas where the player spawning in has some cover. They also need to allow the player to instantly reorient themselves to the map so they shouldn’t spawn in facing a wall for example.
While the Counter Strike system can be used for multiplayer games where the players respawn after death, if the map is big this can involve a long and frustrating journey for the player to get back into the action. The best system is for the designer to place multiple spawn points and then the game code needs to check for enemy players and only spawn when there are none covering the spawn point. In team based games you want to spawn the player as close as possible to his team mates without placing him directly in the line of fire.
Choke points
All good multiplayer maps have a number of choke or collision points in them. These are bottleneck areas where encounters are likely to occur. In a team based game like Counter Strike it is vital that both teams are spawned an equal distance from objectives and choke points play a huge part in that particular title. Every game of Counter Strike I’ve ever played starts with both teams rushing to a choke point and throwing flash bangs before wading into a fire fight.
It is a good idea to provide multiple routes in FPS multiplayer maps and open areas, especially with a vertical aspect, are always fun, but choke points are essential to focus the gameplay and ensure plenty of dangerous encounters.
The simplest layout you can use for a fun multiplayer map is a figure of eight. This gives you two loops with a major choke point in the middle. Unreal Tournament 2003 actually had a map like this called Training Day. The result was a ridiculously fast paced and chaotic map. It suited the gameplay, but the lack of breathing space soon got tiresome.
Every multiplayer map should include alternate routes to create a bit of interest and encourage people to loop around. You don’t want the player getting too comfortable in any one place so multiple vantage spots onto each area are very effective. If the player can’t sit and cover all positions without constantly moving their view then you are actively discouraging camping (although there are other ways).
Long runs to dead ends are generally a bad idea and if you place something very valuable such as a map mechanism or pick up at the end: you’ll find gameplay focussed there very heavily. Map designers often create terrific areas in their maps, but because of the flow or the choke points the gameplay ends up being focussed in a corridor. If you want your impressive three storey room to be the focus, then think about making it the hub for routes in and out.
Architectural Limitations
A multiplayer map does not have to make architectural sense and it does not have to be laid out like a real building, although conforming to some architectural rules will help players understand your map and navigate it intuitively. The trick is to make individual component parts in your map look like the real deal architecturally, but you can put them together in a way that would be highly unlikely in a real building. The gameplay is always more important than the sense of reality. For example if your chosen environment would have incredibly narrow corridors or low ceilings, that does not mean you should build it that way for multiplayer gamers.
One of the most important things to consider is helping the players not get lost. Landmarks are a fantastic way of doing this. A solitary statue which appears nowhere else in the map or a red house in a village of white ones can be enough to allow the player to figure out where they are quickly and easily. If you use a large landmark where it is visible to the player from multiple spots in the map, then they can always use it to navigate.
Although it may be attractive as an idea, symmetry in maps is usually horrible and can often lead to confusion amongst players. It can work well for Capture the Flag games and you can always colour code the two halves, but for the most part it is better to avoid making your map symmetrical.
This issue of identical areas in maps is a big problem for games set in real buildings because they tend to be several floors of rooms laid out in exactly the same pattern. This is something that Left 4 Dead 2 has handled nicely by blocking routes and adding in the odd landmark so you can quickly identify where you are and in which direction you should be going. Of course, adding a feature that allows you to see your team mates through walls makes this a non-issue, and the game is much more accessible as a result.
Any multiplayer game with an objective also has to make sure to highlight that objective clearly so players can see it. The most obvious way is to resort to using a mini-map on the HUD which can be used to highlight a location. However, it is also worth adding visual clues into the actual map. A tall flag pole, rising smoke, or a tall aerial mast are all visible from a distance, and all can be used to orient players.
Alternate Routes
It is good to provide more than one route to each location. Players should be able to see their objective and navigate there without having to think about it too much. This is another reason dead ends are bad: if the player goes towards a landmark which takes them in the right direction and the route turns out to be blocked they will become frustrated at having to double back. Players will always naturally take the route that looks the most direct. Once they become more comfortable with the map they might start to use the lesser travelled alternate routes which can be harder to find and less intuitive.
There is a reason that you see so many crates in first-person shooters. They are ideal as cover and are often used as makeshift staircases as well. You can make the cover in your map something more interesting than a crate, but if you don’t provide some hiding spots then the gameplay will be immediate, shoot on sight and probably not very satisfying. Cover prolongs fire fights and allows people vital time to perform actions such as reloading, switching weapons or boosting health.
In the old classic multiplayer deathmatch games pick ups were the key draw around the map and in some games they still are. Players would end up focussed on an antechamber, camped out waiting for the BFG to spawn in. I’m not a big fan of this but it is a very effective way of focussing gameplay in an area. Unfortunately it reinforces camping and it makes it easier for the more experienced players to gain even more advantage over newcomers.
There is another way to reward experienced players and to give your maps an extra replay draw and a surprise factor. Se players love to discover a hidden area. It doesn’t even have to have much in it because it is the sense of exploration and secret knowledge that makes secret areas in FPS maps so satisfying.
You can use secret areas as shortcut routes and even allow them as new vantage points on a familiar area of map. The simplest thing to do is to put a fairly low value pick up in there. This ensures the experienced players feel like they have an extra level of knowledge but doesn’t over reward them, unbalancing the game further.
That brings us not so neatly to the final issue which is balance. There are so many different types of multiplayer game that balance can be achieved in a myriad of different ways. It is, however, extremely tough to find a genuinely fair balance in any multiplayer FPS map. There are always advantageous starting spots, areas of the map which are easier to attack or defend, and areas or features in a map that just get ignored because they are not part of the winning strategy.
Experienced multiplayer gamers will figure out the winning strategy very quickly and everyone will copy it. Whether it involves using a specific weapon, using an exploit in the map, or being first to command an area of the map, you can be sure the winning strategy will be quickly disseminated and adopted. Since players spend hours and hours on multiplayer maps they will find all possible ways of achieving their goal and this will often include exploiting bugs or dodgy level design.
The only real way to balance a map is to play on it and make tweaks. You have to play test multiplayer maps for a long time before you can be certain they work and then you need a beta test with experienced gamers. Even after that when you release someone will inevitably find an exploit. Thanks to patching or automatic updates these maps can be fixed af in the past they would have been consigned to the scrap heap.
Further Study
A great way of understanding what makes a great multiplayer map is quite simply to check out some of the most popular maps out there. Have a look at the most played Team Fortress 2 maps for example and you’ll see the use of landmarks, color coded areas, asymmetry, respawn safe rooms and architectural structure which looks believable but is stuck together quite unnaturally.
It is also worth remembering the basic rules don’t apply to every type of multiplayer game, maps have to be tailored for the specific game and they have be designed with a specific number of players in mind. If you have any questions or comments please post. ()
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