Concept is the leading force behind both design and development. When it comes to maps, it is even more important. Maps are more than just a pretty place to have a gunfight, or to fight monsters. It has to be balanced, so that the player or players can’t simply climb up a ledge and be unreachable from the other players. It also has to be well kept, so the player isn’t getting stuck in the gaps between your two decorative rocks.
Overall, a map is the backdrop for your game and, along with your Heads Up Display (or HUD), it’s what the player will spend the most time looking at. Through the map, you set the atmosphere and part of the complete feel of a game. Through a map, the game can feel confining or open, spooky or comforting, fluid or static.
Here are some things to keep in mind when starting out with your map.
1. The Game Genre
This is probably the most important part of how you should make your map. What is the player going to be doing? What are the enemies going to be doing? An open, obstacle spare map might not be good for a first person shooter, and tight, closed corridors might not be suited for a platformer.
2. The Movement of the Game
Another important thing to keep in mind is where your player is supposed to go. Is it a single arena multiplayer in which the players hunt each other down in? Or is it a scripted route that wanders to the other area? It’s important to map out the movement of a map before you begin with Hammer.
3. The Vertical Factor
Slopes, levels, stairs and ledges can provide a lot of depth to your map, but these often involve complex planning before hand. Make sure you know what you want before adding these in.
4. The Atmosphere
The shape and dimensions of your map absolutely affect the atmosphere of your game. Tighter, darkly lit corridors can give the player an uneasy feeling while brightly lit fields generally call to mind adventure and free roaming.
5. The Sketch Up
One of the best things you can do for your map is to sketch out the general idea for it. You should include the transitional areas such as doors and stairwells as well as where the player should go through the map. Below is a rather retro example.
Appendix A
While map 'doodles', or casual creations without conceptualization, are more than possible to do, conceptualizing your map ahead of time will both streamline your progress and help keep the design cohesive.
Appendix A--
Hodgson, David. (2004). Half-Life 2: Raising the Bar - A Behind the Scenes Look: Prima's Official Insider's Guide. Prima Games.
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