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Basics of Level Design


For the past eight years, I have been creating multiplayer maps for the Call of Duty modding community. Over the years I have mastered various rules and principles of design that I successfully apply in the process of level design. I will tell you step by step how to create an interesting multiplayer map.

In this article I will talk about the development of a multiplayer map for Call of Duty: Modern Warfare. Let's call her "Tugurios". It will be created in the slums entourage. Now we will talk a little about the history and the setting of the map.


Here is a top view of the map:

The map has the following areas:

The hills
')

Ditch


Slum


Road


Crane foundation




Height variations


On the map there are many variations of heights. They are used to overlap the scope and make the map more interesting.


Team Spawn Points




Goals


I have always developed multiplayer Call of Duty: Modern Warfare maps, taking into account the Domination mode. This is very helpful in creating a well-balanced map, on which one team will not have an unfair advantage over another.


Paths


Critical path



Flanks



Important points


On the map there are several important, or "hot" points, which give an advantage to the team that occupied them.










Visibility limits


The visibility limits are very important in multiplayer maps, because they determine the range of capture and control the location of the shelters and AI on the map. For a better understanding, I indicated the limits of visibility in the map view above.



Here are a few basic principles of design, they will help you begin your acquaintance with level design. Later I will consider other design elements, such as the mechanics of shelters, the process of playing the level, the location of weapons and vehicles.

Source: https://habr.com/ru/post/314668/


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