http://www.gamasutra.com/view/feature/4 … t_zone.php
as one commenter points out, in multiplayer maps often times the combat zone is the entire map [or if it isn't, it bloody well should be]. this was a problem with many bf2 maps - there are many areas which are essentially 'dead zones' with little tactical value. part of this is a result of the sheer size of bf2 maps, but spawn placement and controlling player traffic have a lot to do with it as well.
what do you think are some of the critical elements in a good map?
though the article seems to be focused on single player design, some of the points do apply to multiplayer design as well.The Combat Zone is a reference to the area of gameplay within a level designated for battle. This is a broad term and doesn't necessarily imply explicit, physical boundaries... though in some cases it can. In either case, the LD creates areas of expected battle with various gameplay support; enemies, cover objects, destructibles, impassable points, flanking positions, etc. The layout and placement carries the expectation that the player will have to battle through the area -- in essence, the presentation of the core gameplay.
as one commenter points out, in multiplayer maps often times the combat zone is the entire map [or if it isn't, it bloody well should be]. this was a problem with many bf2 maps - there are many areas which are essentially 'dead zones' with little tactical value. part of this is a result of the sheer size of bf2 maps, but spawn placement and controlling player traffic have a lot to do with it as well.
the author advocates explicitly designing level elements to cater to each kind of player. i tend to think more in terms of tactical options - not only should there be ways to do all of the above, but there should be easy transitions between them. i don't want to be defined as a 'ninja' simply because i've moved onto the 'ninja part' of the map, i want to have all my options open.# The Run and Gunner will likely shoot their way across the trench, taking cover only when necessary.
# The Ninja will likely climb up and jump across all the cover objects, making their way across the playfield.
# The Camper will likely look for a safe spot atop the catwalk to snipe the enemies from afar
what do you think are some of the critical elements in a good map?