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Anyone else? You're welcome to just say no if you don't think that's something you'd use. I've got limited time anyway, so I don't want to spend time on anything that's not going to be used. If map makers might find it helpful though, then it'd definitely be worth it!
1. I think that every map in Zero G Aren needs a clearly center. Because players can easily lose their orientation if the fly around with no gravity. To fix that player should always know where the center of the map is.
2. Use Gravity not like a nice trick how is not necceasry to play the map. Use it like an important feature which you need to play a map correctly. Thats why i do not like the gameplay from my map museum, because you can play without using the zero gravity effect on the map and you can even win with that.
3. The next thing i noticed is, that on maps with team-gamemodes like Koth etc., you should always try to make the map ballanced from every direction. This is the main reason why is it so hard to create a balanced map for zga, because players can come from every direction. I noticed that on my map Inspiration, where an area was ballanced for both teams first, but asoon a player flyed to another location on the top of the map and was abel to shoot from another direction the whole fight becam unballanced the the other team got no chance to win.
4. And at the end you have to find a middel way between good gamplay and the visual design of the map. More visual detail means a better looking map but player can easier get themselfs easier stuck on things etc. . But a bad looking map whil be boring for the players eye after some time.
Oh man those are some great thoughts!
1)Yeah, that's a great idea! Players have said it's easy to get lost sometimes, with the changing perspective. If you can always see the centre of the map, that would help a lot. I think a lot of my maps have central focal points, although it wasn't for this reason. Something I was considering doing is giving each room a much stronger individual look, which could help in navigation.
2) Ah yes, at the very least it plays more to the game's selling points if the maps integrate the gravity mechanics more fully. That said, I thought museum plays really well anyway, and it's good to have some variety, but I see what you mean/
3) Yeah, that's a good point. Actually, I think designing ZGA maps is more complicated than for other games, due to it treating each dimension equally. In conventional shooters, the bulk of the map design is really only in 2 dimensions, with the exception of the occasional overhang or something.
4) Haha, yeah this is my most neglected area of map design without a doubt. My stance before was that I was going to worry about visuals later, so I didn't give it any thought in designing the maps. Now I'm working on the visuals of course though. I've actually been inspired a lot by what you've achieved visually in your maps with very little to work with.
I'll type up a broad overview of my theories on map design, just to see if you disagree before I make a video series or anything.
So in ZGA I do try and gear the game so that it rewards use of the zero g mechanics, and clever positioning and all that, since what we don't want is for the optimal strategy to just be to strafe left and right on the spot and try and out-aim your opponent.
These are things that I try to promote with the other systems in ZGA too, but I think can be reinforced through map design.
Obviously making a level that promotes "good gameplay" is impossible to approach without breaking it down and making some assumptions.
This is something that I'm sure there are different ways to do, which is why I'd like to hear any input anyone has on this, but the way I'd break this down is:
And I noticed, that in 1vs1 situation you can differentiate between 3 parts of a fight.
1. You fly around the map and try to equip yourself with weapons. You try to spot the enemy. This part has no "real" action and you have two ways to play this part.
1. You wait in an area of the map for the enemy player
2. You fly around the map and try to spot the other player.
Both of them have not that much action but you have to be conzentartot to spot the enemy and equip yourself at the same time. This is pretty hard, because you dont have like in CsGo only one direction or 2 where the player can come from. The enemy is able to come from 4 directions. Thats why you need a fast reactiontime and you should know the map.
2. You find the enemy and try to follow him. You have to interpret where the enemy flys and you should know how to move fast through the map and postion yourself to be able to shoot against your enemy.
3. You fight against the enemy. This is the real action where you need to use the gameplay tools zero gravity etc. to defeat the enemy. At this point the player how flyed in the first part aroumd the map to equip himself and find the enemy has better equipment, but the camper often sees the enemy first, because it is easier to aim for 3 doors, than if you fly around. So the camper is able to sees you faster but you have the better equipment.
But the parts do not need to be on the same order lile above. It can also be
1 and than 3 when the player stands out of nowhere in front of yourself ...
Yeah, you're absolutely right, that's the kind of thing I mean by "dynamics". This is why duals are perhaps my favourite game mode, since free for all with lots of players can become a bit repetetive with just constant full on fighting. But I do try and encourage that kind of thing for other game modes where I can.
Anyway, do you or anyone else think a video series where I try and provide some examples of how to achieve those goals for a map might be of use? I suppose it depends on whether you agree with my goals for a map above.