Cynips
2008-04-02 20:13:07
This topic ties in with two things, the first of which is the Source Mapping 101 topic that Valar started. That being how to make a good map from a more technical standpoint, I thought why not make a topic about what makes a good map from more of a map layout standpoint. The second thing is a teamplay guide I have written which might soon make it into the official curriculum here. However that may be, a part of it discusses different aspects of map quality. Since this is not the finished text, comments, additions and whatever criticism you might come up with is greatly appreciated.
What do you think makes a good teamplay map?
Types of maps
To make things easier, you can put maps on a scale depending on how readily they have something both worth and possible to control. I will call this the map's control index, ranging from 1-5, which is somewhat dependent on the number of players (Tab. 1). In one end of the extreme you will find maps that end up in a campfest, like dm_powerhouse (index value 5), while the opposite is nonstop action with little to no thought involved such as a typical killbox (index value 1). However, for our purposes, a better example of a low value would be dm_lostvillage if played without the rpg (index value 2). In general, for any map, the control index will increase with the number of players, since fewer resources per player means greater potential for successful control.
A good map should have a value close to 3, encouraging all of thought, communication and technical skill. In a way, players can also be generalized to fit onto this scale. Depending on how their technical skills compare to their tactical skills they tend to choose a map accordingly. As the balanced player the pro is, a map with a value of 3 suits him the best since he can then exploit the weaknesses of any other kind of player.
Key map qualities
Balance (of resources): by a balanced map we do not mean one that is symmetric in design, but one where weapon and item placement promotes a balance between technical and tactical skills. This quickly becomes apparent if you consider a map with an rpg as the single item compared to one where all sorts of weapons are to be found everywhere. The former degrades into spawn luck followed by a campfest, whereas the latter would not exactly be much more of an encouraging experience. Balance is attained if you give teams the opportunity to control items at the same time as giving them an equally good reason to move around. You also have to realize that any given map is best balanced for a specific number of players.
Flow: a map in which you can move around quickly between key areas has a high flow, whereas a map cluttered with debris, narrow passages, ladders, etc., while lacking interconnecting passages and teleports, lacks in flow. Enemies are easier to control in a map with low flow since they generally move slower.
Size: appropriate size is of course important, but this should be self-evident enough to not really warrant any further discussion. Just keep in mind that appropriate size depends on the number of players.
Control points: these are built around items of high value, e.g. the rpg platform on dm_powerhouse or the items under the stairs on dm_lockdown (2 smg nades, 2 health packs, 1 orb & 1 shotgun).
Choke points: points of a map which you almost certainly have to pass in order to get to another area, especially important if that area contains a control point.
Crossroads: areas which can be accessed from three or more paths, making anyone there unusually susceptible to crossfire.
Spawn point placement: In general, I think everyone will agree with me when I say that a good map is one where the element of chance is minimized. In any map, we all know that spawning is random (except that you cannot spawn at a point if someone else is already occupying that spawn space already). Things that can remedy this are: a) trying to keep down the control index of the map; b) seeing to it that no particular spawn point is closer to a control point than any other; c) avoiding placing spawn points so that they can be camped from a position that has other reasons for guarding (such as a control point, a choke point or a crossroads). In addition, look out for areas with a high concentration of spawn points, potentially making them valuable enough on their own to justify guarding.
There are of course other map qualities like eye candy, light conditions and frame rate, but they are more general and of secondary importance to what we look for in a team deathmatch map.
What do you think makes a good teamplay map?