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Guide into Multiplayer Level Design by Bobby Ross

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    Guide into Multiplayer Level Design by Bobby Ross

    I found this article and thought it would be helpful here:

    http://bobbyross.com/library/mpleveldesign

    While it covers a wide range of multiplayer game modes and not everything is applicable for UT, it explains some very useful basic ideas that will help you making a better map.

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    "Yeah. _Lynx can fire the lightning gun, have the lightning bolt turn a 90 degree corner, stop and ask the closest teammate for directions, confuse the directions and get lost, realize it went the wrong way, make a U-Turn, and get a headshot on the intended target."
    - RenegadeRetard

    #2
    Using the Portal's editor to create all those pictures is genius! I'll definitely read this one through...
    DM-Batrankus is out on the UT Marketplace! Enjoy!

    My UT Maps: | JB-Makoy (UT3JB) | JB-Fragtion2 (UT2004JB) | CTF-Opposite (UT2004) | VCTF-Antropolis (UT2004) |
    My Puzzle Levels: | Tetrobot and Co. | Portal 2 | Toki Tori |
    My Localizations: | Killing Floor |

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      #3
      Thank you so much for the guide and it was really helpful for a beginner like me.

      I would like to ask an example for the "Balancing Difficulty section" in the above Guide. Iam really not sure if this is the right place to post a question.

      1)Making the Difficulty of the attack and subsequently control almost balanced - Any game map example for this? Or maybe any CSGO map name which has a similar balancing difficulty? since it was mentioned it was difficult to pull off also requires more testing time , It would be better to learn how it was pulled off from playing the map itself.

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        #4
        Originally posted by AvPraneeth View Post

        1)Making the Difficulty of the attack and subsequently control almost balanced - Any game map example for this? Or maybe any CSGO map name which has a similar balancing difficulty?
        Say what you will about the map, but Dust 2 is a shining example of this if the win/loss statistics are to be believed. Last time I checked, the overall win/loss ratio between terrorist and CT sides was nearly 1:1. Valve published something about it a while ago, but I'm not sure how to find it any more. I would also point to the A site on the map Mirage. Lots of ways to put up near-impenetrable defenses, but lots of ways to assault the site. No one defensive set-up will counter every attack. Also, watch a few pro matches on Overpass. The B site is pretty dynamic.

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