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Level Design Lesson 2: Knowledge is Power

My second level design lessons talks about how important it is to teach your players your map as they take the time to enjoy it. Introducing important parts of the map while they play is crucial to getting an accurate review from your players.

Raymond Benefield, Blogger

August 27, 2010

3 Min Read

[This was originally posted on my personal blog www.reachingperfection.com]

[Forge Lessons is a level design series that I have written for the halo forge (the simplistic in-game level editor) communities. While it is tailored towards Halo multiplayer map design I feel that it covers general level design very well. I would love everyone's opinions on how these lessons can translate into other games and genres like the Call of Duty series, the Unreal Series, RTS games, platformer games, etc.]

You ever play a map in which you felt like you were at a disadvantage because you didn’t know where a particular weapon was? Where is that rocket launcher when you need it for that warthog racing around the map?

Isn’t there a sniper rifle on this map to get rid of that guy chilling on the turret racking up kills? And where the hell does that guy keep getting the sword, cuz I’m tired of dying to it? Why the hell am I playing this map if it doesn’t give me the tools I need to succeed?

An accurate assessment…

So I have witnessed many times where a player reviews a map and says something along the lines of “This map needs a sniper rifle on it”. The response they get back; “There IS a sniper on it, it is at the sniper tower.”

However the player never comes back to see the response and hence never feels that the map was balanced enough and hence not worth his time. Anything that you feel is important to enjoying the experience on the map you need to have your map show the player where it is on their first run through.

If they can’t find it then it might as well not be on the map. As a result the player receives a bad first impression due to an inaccurate review and you lose that player forever. Obviously, we do not want that.

Why is it your job?

Why do I have to teach them where the key weapons are? Why not just let the players explore the map and find it eventually? Because it is not a player’s job to learn the map… it is a player’s job to play it and enjoy it. The average joe does not have time to study your map, they have tons of other maps to play. So teach them while they play. Or else they start to question your map.

Where is that rocket launcher when you need it for that warthog racing around the map?

Imagine feeling like this the whole time you play the map… is the average person going to go back to playing something that just causes them frustration?

Isn’t there a sniper rifle on the map to get rid of that guy chilling on the turret racking up kills?

Here’s another example of “if they can’t find it then it might as well not be on the map.”

And where the hell does that guy keep getting the sword, cuz I’m tired of dying to it?

How many times have you played on a new map and got destroyed because you didn’t know where the power weapons were? Not everyone has the persistence to go back through the map and find all the weapons. Remember that it is your job to teach them while they play. They didn’t download your map to learn, they downloaded your map to have fun.

So my goal is to teach, but how?

In later sections I will teach you techniques that I utilize to be successful. Now that you are informed, try going back to some of the maps that you have designed yourself. Will players be able to find the anti-vehicle items on the map?

Will they be able to memorize the layout fairly easily? Will I be able to give them the tools they need on their first run through to be on even ground against players who have played this map before?

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