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View Full Version : Nasty's Tips on Good Map Element Design


-NaStY-
11-19-2008, 01:54 PM
I've got some spare minutes, so I thought I would throw together a small compendium. As a quick preface, I've started to see a good flow of maps in this community - that is, it's not that we just have a lot of maps stored up over time, but I'm seeing a good amount arriving each week. And that's great. But I've seen a lot of maps out there that have made some elementary map design mistakes.


My hope is that this can inspire a notion of good map-making practice. It seems appropriate to establish a set of general rules that you can spell out once here, and then reference later. That way you can have quicker, more precise critique later by just referring to these basic ideas. What I'm going for here is less total map design, and more (as the title suggests) element design. This is the stuff that isn't left up to the creativity of the mapper. It's just common sense principles that more inexperienced forgers might not have intuition for. You'll notice that all of these points have commonalities that run together. That's because what I'm really describing here is just the general notion of good map-making, so some principles will overlap.



1. Elevation Modulation - One of the most important things to remember when making a map. You always need variation in the Z axis. If you ever find yourself with a long, straight walkway or corridor, consider changing it to ramps up and down. If you can cut down the line of sight so that people aren't fighting from miles away, it's probably a good thing. Also think about platforms that are "looking out" at each other. If there's a line of sight between them, you'll probably want to put them at different Z heights. You want to make sure that your level is played in 3 dimensions, not 2. Make sure that your elements have some wrap-around. Wrap-around is when a path interacts with itself by ramping up or down, then circling back over itself. A great example is on Damnation. If you're at sniper by pipes, you can go up pink tunnel, circle upwards, and end up peering out on top of the pipe.

Also, one of the best things you can add to a map to increase skilled game-play is a ramp that is exposed on its lengthwise side. Shooting somebody whose strafe takes them both left-right AND up-down is much more difficult. An excellent example is standing in front of a base on Onslaught looking at somebody who is moving up towards top A or B. You've probably noticed how difficult that battle is, and it's not just because of the elevation.

As a final note, you should think about elevation in several ways. Firstly, you can use it to give one area a height advantage if you wish. As a corollary, you can use ramps to give one pathway an advantage by making them particularly hard to shoot at on one axis. Secondly, you can use elevation to break up lines of sight that are too long, or boring. Finally, you can use it as a general technique to make geometry more interesting by having wrap-around.

2. Walkway Continuity - One less recognized piece of making maps is consistency. In ever map you will have tunnels, walkways, or paths that take you here and there. It is important that you keep these walkways smooth and uninterrupted. Nothing ruins the look, feel and flow of a map more than failing to do this. There are a number of don'ts here.

Don't make people jump. Let me re-iterate. Don't make people jump! It's bad map design. The only time you can break this rule is if you have a power-weapon or position that you want to make extremely dangerous. Examples are Chill Out's Rocket spawn and Wizard's top center. Outside of this type of conscious decision, the map should smoothly move up and down to where it needs to go. It will help you in the long run if you are forced to fit ramps between various areas, because it will likewise force you to keep good distance between your map elements. Don't lie dumpsters next to every box-height platform. A dumpster jump-up is by definition a piece of un-continuous walkway. If you want to let people up to a place, make a ramped walkway to it. People should be jumping from continuous element to continuous element in a perhaps unforeseen connection.

Keep the walking space the same. Remember, we're talking about walkways, not rooms. In a room, it's fine to condense the movable area as you move to the edges by adding doorways that channel people through. But if you have a walkway, which by definition connects you to different parts of the map, its width should stay constant. Don't randomly widen it and then contract it without good reason, because you create hiding spots and bad aesthetics. A strong width for a walkway is, conveniently, the width of a box. For a more treacherous walkspace, bridges are fine. Try not to modulate straight between these two widths, because the result looks sloppy. Let them each be their own surface that is continuous until it meets a larger area. A good example is on Mecro. Notice how the Rocket S Curve is bridge length, but garage (under window panels) has a box length walkway. To resolve, there is a much wider lookout hole that is wider than both.


3. Tight Corners - Tight turns and corners are a no-no. The most you should be doing is 90 degrees at a time, and if you are turning 90 degrees, it's preferable to do it with a bit of space around you and not in a tight corridor. One of the most frustrating areas in the game is from Snipe 1 of Guardian up to Snipe ramp. How many times has some infuriating melee battle occurred there? In general, soft turns should be used to keep people out of short range, the same way elevation is used to break long range. Lockdown and Midship do this well. We've already talked a bit about this before, by saying you shouldn't widen corridors without good reason. We'll talk about it much more in a second.

4. Chunky and Technical - The hardest concept to understand, the easiest to identify if you're experienced. Beyond all other pointers, if you can grasp this idea then it will guide your element design the best. The best existing forge that exemplifies this is Xyience (Flux). The best Bungie map that exemplifies this (indeed, the best Bungie map period) is Damnation. K, here we go.

When making a map and its elements, you want to keep the geometry either chunky or technical. What the hell does that mean? Let's break it down. We've said we want to avoid tight corners, and we want to keep walkways consistent. We've said we want good elevation modulation. We also want to keep things simple. Adding too many paths interacting makes it too confusing to play, and skill gets lost in confusion even for great players. When we say we want to make a map's geometry chunky, we refer to the ratios of its walkway widths and heights, the lines of sight, and the walkway continuity and elevation all at the same time. Essentially, we don't want random crap littered through the map.

Make maps, not clutter. There is no such thing as "adding cover" in the way that most people think about it. You can add cover in the sense that you can cut off lines of sight by walling something off, or making a window or railing. But adding cover to an open area should not be done. Your level is your cover. That's why we say that things should be chunky. Geometry should be substantial and looming. Its wrap-around should encompass your view and define your movement. It is not just some stuff in your way.

-NaStY-
11-19-2008, 02:23 PM
When your chunky map structure is made, with large pieces creating soft angles, elevation changes, and comfortable flat areas where you can catch your breath and look around, your next step is quite different but very subtle. The other half of making the map is the wispy technical pieces. This does NOT mean sticking signs in the ground, or blocking half of a walkway with a door. We already know the latter is wrong because it interrupts walkway continuity. When you're doing this, think about Damnations central area which has narrow girders that connect the chunky top walkway and above shotgun areas. The wispy part of your map is what we're calling technical.

The technical pieces of your map should very rarely be open on one end. Almost always, they should connect a ceiling and a floor, or two adjacent platforms. Technical elements are so-called because they require highly technical play to use them correctly. The map cannot be totally covered or made from these elements, because as we said above, the player needs a breather. The general map structure should be simple but elegant. The pieces should strongly define where you can see and where you can't, and define where you must go to see certain parts of the map. Technical pieces are things like thin columns and narrow walkways. You can use them in high-risk or high-traffic areas to break things up and separate the men from the boys. A great situation for a BR fight is to be fighting around a pillar that is just barely wider than a player. This is why Warlock was a good 1v1 map - it had lots of technical fights because of all of the narrow columns. Think also (you guessed it) of Damnation. By angling yourself you can use the column as cover when the enemy fires, then open the FOV for your firing. Great players can put even good players to shame in this environment, and you get some amazing 1 on 1 battles this way. If the wispy elements are horizontal instead of vertical, they can act as a difficult walking surface. It should not be a common path that always needs to be used, but rather a place that if you could maneuver well, you could cause some damage. Think big window on Chill Out - easy to fall off, dangerous to be on, not necessary for flow, but delicately powerful when used correctly. A more current example is the columns used on Xyience, along with the two walls right above the OS spawn. A common area of battle using thin geometry. If you've ever played Zanno's Greenhouse, the courtyard makes great use of columns to make OS battles interesting.

Following are some general examples in sketchup.

-NaStY-
11-19-2008, 02:24 PM
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-NaStY-
11-19-2008, 02:25 PM
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DeathstarsOG
11-19-2008, 02:35 PM
Great writeup so far. Hopefully most people will read this and try to put as many of these thoughts into there own map.

-NaStY-
11-19-2008, 02:39 PM
Looks like we're gonna have to wait a bit on the sketchup examples, seems I don't have privileges on the lab computers.

Anyway, thanks :)

tigaer
11-19-2008, 03:02 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3

tigaer
11-19-2008, 03:02 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3

tigaer
11-19-2008, 03:03 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3

tigaer
11-19-2008, 03:03 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3

Zanno
11-19-2008, 03:43 PM
Nexn' overpost in this thread was absolutely necessary.

Have you seen Infinity yet? I seem to be doing most of what you are talking about but some of it I don't really understand what you're saying but I have a feeling I've been doing it all intuitively. Do you have any spare time next week, I should have my xbox back sometime before thanksgiving.

I both agree and disagree with what you are saying about jump ups. They're getting abused in general, but the real problem is people sticking a dumpster or a door something to create an easy jump up because they're too lazy to geo a ramp. I've been trying to design jumps that are primarily horizontal in places that you wouldn't think you could make it. Jumps are totally viable and somewhat necessary on account of that due to budget constraints you often can't put a ramp everywhere you want to.

iStobs
11-19-2008, 03:44 PM
wow this is a great thread
i actually learned a lot from reading this
thanks for making it
itll help a lot of people

xPhant0m713x
11-19-2008, 04:08 PM
Get ready for some ridculously awesome maps.

Snip3rKaL
11-19-2008, 04:30 PM
Great thread, +rep. All of your points make sense and are needed in order to make a good map. I hope we get some bangin maps comin into MLG in 09'.

GandalfTheGrey
11-19-2008, 04:37 PM
Great read! Hopefuly we will se some good maps that could possibly be used for the '09 season

no0obs
11-19-2008, 04:45 PM
nice thread. this shud help a lot of people to stop making poopy maps.

-ImplosioN-
11-19-2008, 04:59 PM
Good write up. All things good map makers most likely already intuitively know, but it's very good to have this so you can keep those things on the forefront of your mind. +rep

The_MLG_Titan
11-19-2008, 05:13 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3
and you put that in 5 posts

Chhipz Ahoy
11-19-2008, 05:16 PM
Nice, I'm definately going to give map making another go after reading this. Thanks.

DeathstarsOG
11-19-2008, 05:35 PM
I'm sorry but your /\ avatar has got me rollin. sorry for the OTP.

parsistamon
11-19-2008, 06:39 PM
I think it's funny that one of people's major complaints with black out was that it broke lines of sight, i.e. from S1 to BR1. Doesn't this guide say that's a good thing?

That's not to say blackout didn't have other problems, but I think sometimes people complain for the sake of complaining.

Lonetree
11-19-2008, 07:10 PM
Awesome, awesome post! ...and not just because I've also always thought Damnation was the best map Bungie's ever made.

Jackass_Jon
11-19-2008, 07:41 PM
Smart Nasty is smart

yourself.
11-19-2008, 08:10 PM
Remove the double sided tape from Competitive Level Design Guide - From a Quake 3 Perspective and sticky this!

tigaer
11-19-2008, 10:47 PM
Nexn' overpost in this thread was absolutely necessary.

Have you seen Infinity yet? I seem to be doing most of what you are talking about but some of it I don't really understand what you're saying but I have a feeling I've been doing it all intuitively. Do you have any spare time next week, I should have my xbox back sometime before thanksgiving.

I both agree and disagree with what you are saying about jump ups. They're getting abused in general, but the real problem is people sticking a dumpster or a door something to create an easy jump up because they're too lazy to geo a ramp. I've been trying to design jumps that are primarily horizontal in places that you wouldn't think you could make it. Jumps are totally viable and somewhat necessary on account of that due to budget constraints you often can't put a ramp everywhere you want to.

Yes, it was very nessesary.

Jump ups are fine, random jump ups are not.
There's a fine line between a jump up being put there in the maps design and then a jump up (dumpster...) being put there because 'you can' and you want to completely **** up your maps flow.

Just because Onslaught did it doesn't make it 'good.'

I agree with what Nasty said in the OP. Look at the map design in Halo 1, that's good map design, mix that with a little bit of H2 and 3 map design and you can have something that works amazing for this game.

-
(Does anybody know why it says I have 65533 private messages!?!)

nicka
11-20-2008, 12:25 AM
Yes, it was very nessesary.

Jump ups are fine, random jump ups are not.
There's a fine line between a jump up being put there in the maps design and then a jump up (dumpster...) being put there because 'you can' and you want to completely **** up your maps flow.

Just because Onslaught did it doesn't make it 'good.'

I agree with what Nasty said in the OP. Look at the map design in Halo 1, that's good map design, mix that with a little bit of H2 and 3 map design and you can have something that works amazing for this game.

-
(Does anybody know why it says I have 65533 private messages!?!)

It's cause your so damn popular, nexn.

this is a really helpful read by the way.
I'm definitley gonna take some of this to heart when makin my asym

MLG_KonArtist
11-20-2008, 01:01 AM
sticky-- guide to level design (http://www.goodstuffmaynard.com/portfolio/other/cdg/index.html)

WheezyMoney
11-20-2008, 04:28 PM
this is a sick thread. good job nasty.

does any else think that one of the forgers like nexn or kon should be a moderator. because these forums are cluttered and no mods seem to care.

-Ender-
11-20-2008, 04:42 PM
Glad to see someone else actually understands and agrees with my theory of cover. Seeing good map designs ruined by tiny and cluttered "cover" is really frustrating.

WheezyMoney
11-20-2008, 06:20 PM
Glad to see someone else actually understands and agrees with my theory of cover. Seeing good map designs ruined by tiny and cluttered "cover" is really frustrating.
i also see where you are coming from with this. ive seen alot of maps that use mostly dumpsters, signs, and doors to an excess.

xCHAMPi0Nx
11-20-2008, 06:33 PM
For the last part I dont quite understand. do you mean to have "chunky" features like flat platforms and wide walkways (with the ocassional thoughtful pillar) connected by "technical" feature like ramps and narrow walkways.

Well if that is what i think you mean, then i got a sexy idea for a sexy map that will be playable for 4v4 sex

-NaStY-
11-21-2008, 12:25 AM
For the last part I dont quite understand. do you mean to have "chunky" features like flat platforms and wide walkways (with the ocassional thoughtful pillar) connected by "technical" feature like ramps and narrow walkways.

Well if that is what i think you mean, then i got a sexy idea for a sexy map that will be playable for 4v4 sex

"MLG Orgy"

Yes, you've got the gist of what I'm saying. Everything, including empty space, should look like it was put there for a reason.

FoxKeyes
11-24-2008, 08:15 PM
Exactly.
You took what I think about the communities maps and put it all in one post.

<3
Exactly.
You took what I think about the communities maps and put it all in one post.

<3

Exactly.
You took what I think about the communities maps and put it all in one post.

<3

Exactly.
You took what I think about the communities maps and put it all in one post.

<3


WE GET IT NEXN.


:-P