Monday, June 25, 2007

Trolley Screens

I started modeling the Trolley as a vehicle for the map. I feel like I'm wasting a good amount of polys on the roof, but HL2 using vertex lighting so I'm trying to make sure it lights properly. I just need to finish up modeling the inside, and adding the door on the right hand side. The green boxes show the scale of the player standing and crouching.




Some screens of modified layout

What follows are some images of the modified layout, this came about after having the play test sessions with a group of people a couple of Fridays over the summer. this is not the final lighting, it is just to show the shapes since its mostly all colored the same.




and as with the old screens without anything in there it looks completely sparse and wide open. but this will change. One thing I plan on changing will be the the median between the roads. It will more resemble Oglethorpe or Liberty St. with the larger base and Live Oak trees with Spanish Moss, and maybe some larger bushes. These modifications should cut down on snipers vision across the whole map.

And then dead space for almost over a year now....

So What have I been doing for over a year? off and on working on my thesis, but now I have a fire let under my butt. Lets hope that fire continues.

Updates later.

AUGUST 2007

August 14, 2006


All that is in this screen shot is playible.







players view from strip mall. again is seems really barren but there are bushes and trees and lamp posts and cars and blah blah blah that will make for cover.

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August 13, 2006
Sigh, I rise for the dead again.

OK, seriously I need to update this more. Right now I've been a busy little beaver making sure all of my brush work is a power of 2. Zach informs me that the Hammer engine likes those numbers. And so the layouts changed yet again. But everything is nice and perty and a power of 2, so I will have an easier time texturing.

I believe that this is the strongest layout so far. While the others could have lead to prettier options this one will allow for solid game play and I can add enough flare to keep people interested.
Updated pictures will follow.

JULY 2007

July 17, 2006
Revisions from last test.

Sooooo another round of revisions almost steaming hot from the test...

It turns out the sewers were a bad idea. Although one good thing did come out of it; part of the sewers will be staying in as a flanking point for the overpass.

other problems that came up:

Players who stand underneath the very top of the overpass have their heads go through it...making it impossible for other players shooting at them to get a head shot.

The Ditch next to the strip mall needs to be more shallow and allow players to get out of the ditch so it isn't one long tunnel, and I need to add a hidie hole to the tunnel in the ditch.

I knew this problem was going to come up but i was hoping it wouldn't be as bad as it is. The over pass adds a huge advantage to the CTs and allows them to snipe anyone on the Ts with ease. So my plan is to shorten Over pass access and block the vision of the the gas station as much ass possible with a sign for the gas station and a billboard advertising the construction site. Also to give the Ts a head start, I've moved the CT spawn behind the strip mall.

that should be good for now.

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July 09, 2006
Its was a bout time i got around to this...

SCHEDULE

July 10th
1. Print Fliers
2. Have fliers Approved
3. Hang fliers at Dorms and major buildings across scad campus
4. Talk to Systems guys about opening port for server

July 13th
1. Party like its Mars Birthday

July 14th
1. Apply changes suggested by testers (from the 8th)
a. Add more ways for T movement and Cover (ditch with trees, bus, other street traffic)
b. Add Sewer System
c. Shorten Overpass access for CTs and add something to resemble guardrails
d. Fix Deadend in Strip mall
e. Fix Construction area
2. Add custom models that are already built (Billboard, Power pole, Chubbys seats, Food signs)
3. Blockout Store Fronts in stripmall (all unaccessible but it will allow me to add cover)
4. Have some basic lighting
5. Compiled and ready to test again.

July 21st
1. Apply changes suggested by testers (from the 14th will fill in when I get suggestions)
a.
b.
c.
d.
e.
2. Add some street signs (stop, lights, speed, road, yield for pedestrians), concrete stoppers in parking lot, over pass w/ lights, metal guardrail
3. Compiled and ready to test
4. start basic Textures

July 23rd
1. Party like its My birthday

July 28th
1. Apply changes suggested by testers (from the 21st)
a.
b.
c.
d.
e.
2. Add Southern Comfort sign and pointing arrow sign, dumpsters (about 2-3 different ones), ac units (at least 3 different kinds), Vents for roofs, Soda machines
3. Soring up lighting
4. Beginnings of Skybox models
5. continue building textures
6. compiled and ready to test

August 4th
1. Apply changes suggested by testers (from the 28th)
2. Add Gas Pumps, Sign for Gas Station, wrecked concrete barrier (where the van drove off the over pass and regular concrete barrier, Some interior work on Chubby's, shack behind gas station
3. continue building Skybox models
4. continue building textures
5. compiled and ready to test

August 11th
1. Apply changes suggested by testers (from the 4th)
2. Add Construction models (piles of bricks or concrete blocks, wheel barrow, ladder, lights for interior of building) chainlink fence, bushes, trees
3. continue building Skybox models
4. continue building textures
5. compiled and ready to test

August 18th
1. Apply changes suggested by testers (from the 11th)
2. Finish Adding custom models
3. Finish building Skybox models
4. Finish building textures
5. Finish Lighting
6. compiled and ready to release

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July 09, 2006
Big update

So, haven't updated in a while, but I'm still here and I have actually been working on my level. I got a chance to test my level last night, it was only 4 people, but they where able to give me some great advice as to what need to be changed to improve it.

Here is a quick list of problems that cropped up:

1. Terrorists (Ts) are at an extreme disadvantage from the very start of the level due to Counter-Terrorists (CTs) with Sniper rifles
2. Ts need more cover
3. CTs have a major advantage at the over pass because all that is visible is their head (which can be incredibly hard to hit)
4. Ts also need more options to move around the level, they have two but the more obvious one is a complete dead area, meaning they will surely die. the CTs have about 5 different options for movement
5. Even though I knew there shouldn't be dead ends in the level they have snuck their way in there are two areas where the CTs can pass over but T's cannot
6. There is an almost clean line of sight from the Ts spawn to the hallway in the middle of Strip mall

Here are some suggestions from my testers:

1. add sewers so the Ts can more without having to worry about CT Snipers
2. Add street traffic to provide cover for Ts so they have more cover to move across the dead area and remove concrete barrier and place trees or a ditch to diversify the area and provide more cover
3. Shorten CT access to the Overpass and make most of the solid concrete barrier a metal guardrail so more of the CT snipers is visible
4. Give the Ts immediate access to the Construction site instead of making them run to the front of the building and change the Construction site so that it is less complete (maybe have the front of the building more complete than the rest), also lower the median under the over pass so that the Ts can flank CT snipers (this will take care of one dead end)
5. I need to make the bushes a tiny bit taller, they may not need to even need to change much because the bots were the only ones able to "see" through the bushes they could also "see" through a smoke grenades too.

My plan is to put their suggestions into action and hopefully have them retest it next week and have more people come to test it out. I'll probably start post fliers to get more people to come out.

I really wish I could set up a server so people outside of the SCAD network could play this level.

MAY 2006

May 29, 2006
The Deathmarch Continues

Due to other classes i haven't had much time to really make a dent in the work that needs to be done for this map. but here is a quick update:




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May 22, 2006

Some shots of my customs Models

well i was up all night trying to figure out how to get custom models into the Hammer Engine. ad i have to say it's not the most streamlined process. Major -MAJOR thanks goes to Jordan from the Forever Bound Team for showing me the proper process to getting models compiled and ready to go.


Tree Stump


Chubby's Seating area


Utility Pole with options




BillBoard


Chubby's Signage


Tree (still in extreme wip mode)


Right now i'm working on getting the terrain better looking.

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May 15, 2006

More Screenshots...now with progress!

I have one of the Gas Station (still needs the Gas Pumps and a roof)





And some of the other details I've added to the Stripmall and Fast food Joint:



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May 01, 2006
OMG SCREEN SHOTS!!!! Actucally in-game!

so here are some screen shots of the very block (yet still awesome) level i am working on:


Over Head















CT Spawn Area
















T Spawn Point

APRIL 2006

April 26, 2006
Level Design Document

* Story: What is the basic story or premise behind the level?

16 Bank robbers, 12 in two armored trucks and 4 in a sedan were running from the Police. One of the Trucks had lost control of their vehicle on an overpass and broke through the wall of the overpass and fell off (amazingly all of the Robbers were not hurt), other motorists who were watching the accident unfold and not the road ended causing a Mack Truck to jack-knife and cause a couple more accidents. The other robbers went to check on the fallen comrades, giving the perusing officers time to catch up.

Currently the robbers have hold up in a Gas Station not far from the Overpass. They have hostages and have threatened to kill them if their demands are not met. We don’t even know the location of the damn hostages

We have set up base at the back end of the strip mall across the street, and are currently waiting for SWAT to arrive.

* Setting: When and where does the level take place?

Takes place during present day, around the overpass of I-93 and Route 86

* Goals: What is the overall goal in the level?

This is a Hostage rescue map for Counter-Strike: Source

* Flow: Pretty much an open map. The CT’s can get off the Overpass right near their spawn, down where the armored truck broke through the wall or a drainage pipe that will let out under the overpass. T’s will spawn to the rear of the Gas Station and the hostages will be in a shed behind the gas station.


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April 26, 2006
Thesis outline

I. Thesis

II. Level Breakdowns

A. Counter-Strike: Source

1. Bubble Diagram

2. Basic Strategies

B. Day of Defeat: Source

1. Bubble Diagram

2. Basic Strategies

C. Call of Duty

1. Bubble Diagram

2. Basic Strategies

D. Soldier of Fortune II: Double Helix

1. Bubble Diagram

2. Basic Strategies

III. What makes a Great Level?

A. Flow

1. Think of space in relation to player amount

2. well thought-out Spawn points and Objective placement

3. NO DEAD ENDS!
4. Movement - prevent sticky corners

B. Strategy

1. Force players to make a decision about the path they want to take

2. Clear strategic points

3. Right amount of cover for both teams

C. Balance

1. make sure equal enough so everyone has the opportunity to score kills

2. support different types of combat

3. support the team players and the lone wolf

D. Fun Factor

1. "with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong."

2. limiting griefers and exploiters

3. frame rates

4. easy to learn layout

5. "expandable" areas for more skilled players

F. Visual

1. Lighting : "I think one reason these stay popular, and one I don't see mentioned too often, is lighting."

2. Not too cluttered

3. Doesn't have to be stunning but at least interesting

VI. Comparative Analysis

V. My Process

A. Design Document

B. Bubble Diagram

C. Reference pictures

D. Overhead Map

E. Model Massing

F. “Shell level”

G. Solidified Level

H. Beauty Pass

I. Level Testing (on a SCAD server hopefully)

VI. Conclusion

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April 20, 2006
Question Responses

well here are some responses to the questions I drew up on MultiPlayer Level Design (I'll break them down by question):

1) What are 5 important features that make a great Multi-player FPS level?

------------------Email 1
1. Defensible chokepoints that aren't insurmountable
2. Intelligent spawn locations
3. Clear strategic locations
4. Mix of locations such that no single weapon is dominant
5. Obvious staging points

---------------Email 2
1) Theme-...even the most familiar settings whether it's counter-terror or WW2 can be made interesting. SWAT vs Terrorists in a warehouse or middle-eastern row of huts is boring. SWAT vs. Terrorists in an eccentric billionaires mansion or a natural history museum would be cool. Do your homework!!! Research your setting.

2) Try to prevent exploitation for square one-...unless the LD has some say in weapon balancing or networking code, his level is really only the place he can keep exploitation in check. Not to sound cynical, but if there is any chance that players can exploit the flaws of a map and grief other players right off the server, they will. I think some mappers build their levels with their heart in the right place and have a lot of ideas for ways to make their map interesting, but overlook the sniping nests or other map features that the player can abuse. Unintended map tricks can be cool as long as they don't afford a griefer with a chance to jerk other players around with impunity.

Keep these things in mind from the moment the player spawns into the map. Nothing seems to piss off other players like being spawn camped by a bottom feeder looking to pad his score. In my RtCW maps, I tried to spawn players in areas that were inaccessible to enemy players. If you are making an objective based map (plant a bomb, mess with a computer, steal an item, etc) then you probably shouldn't place the defending teams spawn point too close to the objective otherwise it may tip the balance too steeply in their favor. If the defenders spawn point isn't near the objective or along a main artery of map flow, then it stands to reason that any attackers near the spawn are there to camp for some easy points and should be easily dispatched. Allowing spawning players to drop down into the map, spawn behind cover, or near a gun emplacements goes a long way to giving them the chance to get going on the right foot.

3) Flow-...keep in mind your player loads and scale the map accordingly (don't make a sprawling battlefield for a 2x2 or 4x4 game). Once you've got an idea how many people you're going to have running around you can start to lay out the main arteries of player traffic. Choke points can be good for funneling the action but can also result in a stalemate. I've found that you rarely want to have more than 2 routes (1 main/ 1 alternate) between key positions. Too many routes can result in a map that is mazey and confusing. Too many routes can also result in fragmented teams and a lack of cooperation. Also, one rule that always seems to apply is that dead-ends are a big No No. Dead-ends in games like Enemy Territory were ok because they were simply obstacles that could be overcome if the team cooperated (so they weren't true dead-ends).

4) Visual Variety-...while consistancy is important, you don't want the map to all look the same. Make sure that you are not decorating purely for the sake of aesthetics. Unique mesh work, lighting, and texturing can not only make a level prettier, it can also provide clear landmarks and indicate path flow.

5) Efficiency-...high frame rates are extremely important, especially in multiplayer. Variety is great but haphazardly placing meshes, using too many textures, or too many lights can easily result in cluttered looking maps that overtax system resources. Next-gen tools allow for terrific looking maps but they also allow the builder to max out his texture memory and poly counts quicker than ever. There are many more things to take into consideration when placing environment models. Engines render meshes differently, but multiple lights or shader effects can result in a model being rendered multiple times per frame. For example...A 500 poly model can really be a 2000+ poly model if its being illuminated by 3 or more lights. This must be rendered each frame. A 500 poly model rendered at 30 frames per second can result in a 60,000 polys per second. I invite a programmer to correct me since I'm sure I'm not stating things as accurately as possible but you get The Idea.

-----------------------Email 3
Supports strategy - Strategies in these types of games are simple, generally a strategy for the attackers is what route most of the team is going to take and which bomb site they are going to plant at and the strategy for the defenders is which bomb site they are going to primarily defend (since they usually have to defend both). Supporting strategy means forcing the players on the team to commit to a strategy (ie a route) by using limited routes and chokepoints to prevent/discourage players from switching to a different route mid battle. This creates a battle line at the chokepoint and allows players behind the battleline to react to the battle by coming in as reserves (ie joining the battle), holding secondary lines of defence behind the battle line, or attempting to flank the battle. Without limited routes and chokepoints the battleline spreads out to cover the entire middle of the map and you cant effectively react to it because their is no definate strategy to react to.

Is balanced - Not nessarily that each team has an equal chance of winning (although that is nice) but that each player has an equal chance to get kills. Dust2 is the obvious classic example: on the team strategy level, each of the CTs are forced to commit to defending either A or B, which splits the team, allowing an organized T team to strike with its entire team vs half the defending team, which neutralizes the defenders advantage. Dust1 is very hard for the Ts to attack but its also very hard for the CTs to attack the T spawn, so its equal in the sense that players on each team have an equal chance of getting kills by defending their territories around the main chokepoint.

Cover supports the micro level of tactics - Dust2 is also balanced in cover, attackers coming down long A have just a few corners for cover on that road but defenders have basically the same limited set of choices. Attackers coming from short A have a low wall and some large boxes and defenders have the same. (agruably the routes into B both favor the defenders over the attackers explaining why the most common Terrorist strategy is to attack A.)

Supports variety of tactics - Tactics is the term I'm using to differenciate between things like close range combat and long range combat. Militia supports close range tactics in the sewers and in the house itself and long range tactics (ie sniping) in the approach to the house and in the backyard of the house. Aztec has the water route which supports long range sniping and the bridge route which supports close range firepower.

Is possible/easy to learn - the most popular CS maps tend to be fairly simple, with a "knowable" set of options for where defenders can be hiding. This allows players to guess where enemies are based on map knowledge and more importantly not feel cheated when they guess wrong. If there are too many choices then it is pointless to guess and the only real option players have is to "get lucky" this puts players in a powerless situation which is no fun.

----------------Email 4
1) Framerate/Performance
2) Not exploitable
3) At least 2 primary conflict points (usually 2 is sufficient)
4) Deliberately placed Landmarks (includes colors)
5) Reasonably even and natural distribution of flow (cut all dead areas that see virtually no action)
6) Interesting setting that provides a backdrop that "feels good" to be moving around in.

I can't do 5()@*#*()

--------------Email 5
a. It places the weight of success on the team and their usage of the map and it's resources, not on the map itself; ie: the map is balanced.

b. Frame rate. If it doesn't run in the wild, no one will play it.

c. Easy to play out of the gate, with depth to support alternative strategies.

d. Meshes with the game mechanics to enable multiple valid strategies per team.

e. Leverages/forces team skills/weapons.


============================
2) Are there any features that are important but for some reason always seem to be left out?

-------------------Email 2
See above for spawn protection. I'm always annoyed at how rarely the player is given any sort of protection by the mapper (things like temporarily invincibility is a Design/Code issue) and is easy prey for spawn campers.

-------------------Email 3
---No. There is no magical x factor that is missing from the most popular maps of CS
-------------------EMail 4
Play-testing your map for a few weeks with a variety of people before releasing. Playtesting is a feature.

------------------Email 5
No, every map is a tradeoff. Frame rate is the only factor which is map independent.

-----------------
=================
3) What is your basic strategy when playing these types of levels? Do you tend to charge the enemy? Or hang back (Camp) and wait at a strategic location while your teammates soften up the enemy?

--------------------Email 2
That really depends on the game. BF2 and Enemy Territory are both my favorites. I either play as the sneaky covert saboteur who's stealing uniforms and planting bombs or I play as the engineer in a tank and fix other vehicles. Even when I have a tank, I never charge in. I treat it like a 70 ton rifle that fire depleted uranium shells. :) I'll sometimes do drive-bys with a tank, but I never charge into the thick of fight like you might in deathmatch or in other less tactical games.

-------------------Email 3
---Not relevant, your stategy should be dictated by the flow of the match and the play styles of your team and your opponents and you should be able to use a variety of strategies/tactics to succeed.

------------------Email 4
Depending on the gametype hopefully a player can pick either one and be reasonably successful. Especially in team based games, a person who literally does nothing but defend against people that break through the front line is completely viable and important, even if they get less kills than everyone else. The satisfaction can come from just contributing to the team that won. If you stopped them from capturing the critical flag in Day of Defeat giving your front line the chance to move in and take theirs, you will feel like you won the game even though you only got one kill.

-------------------Email 5
Depends on the teams playing.

I've been in many pickup games where the first couple of rounds are complete unmitigated disasters one way or the other until the team learns what their teammates are doing, and/or what the enemy is doing.

A team that's played together before will usually have several strategies, and will know which one to use based on on where they see the other team's players, or preference.


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4) What do you feel is the main reasons that these types of levels have remained so popular? (i.e. DE_Dust for for Counter-Strike, and other
maps that tend to have 24/7 servers?)

---------------------Email 2
I think a lot of these maps are popular because they had simple objectives (plant bomb/ defend target) and offered some alternative routes instead of funneling players into one meatgrinder. I personally think CS and DE_Dust have been far surpassed by other games in recent years, but they were unique for it's time and have a built in audience that's huge. I know I was certainly hooked on CS for a good year. Also, never underestimate the popularity potential of free games. :)

------------------Email 3
In game modes like CS, map knowledge is critical and players who dont know the map will be at a big disadvantage vs those who do, since players who dont know the maps will rush into chokepoints and quickly die, or will be unable to use the information they are getting about the battle (ie "need help at A - where the fuck is A?"). Thus players will do better and have more fun (since players like to do well in a game) in maps they know. So there is very little incentive for players to want to play new maps other than boredom which can take a long time before it becomes a serious factor in map choice.
Dust and the other maps are also simple enough that players can learn them quickly.

--------------------Email 4
Momentum. Once a game gets enough players the popular maps almost *never* change. Early in a game's career certain maps stand out (for the above listed quality reasons) but from there they are just what people know and understand and they aren't playing it for the map itself so much as because they then only have to focus on improving their personal strategy and skill levels.

However some extremely early maps which really aren't all that great will still stay popular simply since people have been playing it from the start and they simply don't want something new. So long as they aren't exploitable they will ride the tails of the really great maps.

------------------Email 5
The map is balanced to support the opposing goals of both teams, runs well, is easy to learn but has depth for continued learning and play, and meshes well with game mechanics to force actual team support and play.

No one blames the map when they lose, no one praises the map when they win.

========================
5) What is your most memorable moment when playing this type of FPS level? (This moment doesn't have to be just from the games mentioned
above, if you have something from Halo or other console games please feel free to elaborate)

------------------------Email 1
Bringing in a Galaxy way high, dumping troops into a base, getting shot down, and somehow limping to safety, bailing, and proceeding on foot, all in PlanetSide. That game was SO close to being great.

My favorite MP team based online level is probably St. Mere Eglise in CoD2, but there were quite a few CTF maps for Quake and Quake 2 that I played a lot but can't remember. Good times.

-------------------------Email 2
Such a tough question. Don't make me choose! hmm...

Enemy Territory...Playing as the Covert-Ops character lead to some genuinely thrilling gameplay moments in the Oiltank and Beachhead maps. Stabbing unwary enemy soldiers, stealing their uniforms, spotting mines, and sneaking a comrade engineer through restricted doors, and keeping him covered with an almost overheated Sten was was incredibly tense. INSANE.

BF2...it (was)'s all about the DeathBus:
Working like crazy to repair a BlackHawk while 2 miniguns scream away like power tools drilling thousands of rounds into an enemy cpature point was intoxicating.

-------------------EMail 3
When I use an unusual/out of the way path to out flank my enemies. For example in Dust2 I'm guarding A and the terrorists plant at B and I use the back routes to attack B from the same direction as the terrorist spawn.

-----------------Email 4
2fort4 in classic Team Fortress for Quake 1. Quite possibly the simplest and most basic teamplay setup you could ever create and I played it for easily over 1000 hours. No one moment could really stand out, like Zied said... anytime I come up with a clever or unusual tactic that actually works (as opposed to just being lucky) is very satisfying. Lots of those being a heavy machine gunner in Day of Defeat.
=================
6) If you have the time it would be helpful to my research, if you would detail your work process for designing a Level. (If it is not something you care to share I completely understand, and thank you again for taking time to answer these questions).

-------------Email 4
Sadly I haven't made a map for a few years now. :( And I've also not been a project that got popular enough to have a map become a "classic".

That said, the order has almost always been:

- Think about settings (either ones I've wanted to do or search online for something that seems interesting).
- Research photos and articles about the setting to develop key areas and a visual look.
- Plan out on paper.
- Build basic shell and run around in it non-stop to make sure the distances feel good and the connections make sense.
- Quick playtest with someone else.
- Visual pass.
- Playtest again.
- Polish pass on weapons and visuals that detract.
- Playtest a lot.
- Polish some more.
- Cry as you release it to the public.

That's simplistic. Framerate is always a concern from step 1 till release.

BTW, regarding map momentum. As an example when Day of Defeat Steam came out... I instantly loaded up the new versions of the old maps I had played. I didn't even think about it at the time, but it was just what I naturally went to. I don't even know what the new maps are as I just look for servers that are running the maps I already know. There might be some brilliant new maps in there but they aren't getting the playtime because lots of people do what I did as well.



==============
Random Room

---------Email 5

I would only add that, in my view, the best MP maps are "expandable" as the player becomes more skillful. By this I mean, new routes are opened as the player exploits higher level movement, such as strafe jumping, rocket jumping, upcrate running with momentum jumping (heh), or the dodging and wall jumping in UT2k4. Maps like DM-Rankin, from the Ut2k4 demo, are a good example of this sort of thing -- it features aluminum corrugate ramps (just leaning against the wall) that one can use to jump up, but it's rather difficult for the noob. So they become paths not open to everyone -- thus encouraging a higher level of play and mobility. A more recent example, perhaps, is the CTF map Dead Wood featured in the last FEAR patch -- jumping up on the mountain tops is a tricky manuever not many can pull off, but it opens up a new strategy.

--

From Spencer Boomhower (independent contractor)

4) What do you feel is the main reasons that these types of levels have remained so popular? (i.e. DE_Dust for Counter-Strike, and other
maps that tend to have 24/7 servers?)


I think one reason these stay popular, and one I don't see mentioned too often, is lighting. Specifically, these levels are bright, vivid, and visually uncluttered. It's very appealing to be able to easily see the enemy players as sharply defined silhouettes against brightly lit walls. I'm thinking specifically of (in CounterStrike) Dust, Italy, the original, pre-Source Aztec, and whatever that British castle one was. These levels also have a fair amount of breathing room.

This is in contrast to dark, serpentine levels with lots of nooks and crannies for people to hide in. There's nothing wrong with cramped, dark levels (as long as they're not too dark), but they give a slight advantage to experienced players who know to check behind that one crate around that one corner. So they're simply less inviting to new players.

I could see it being a significant number of newbie players who keep these 24/7 levels from emptying out. They, being the prey, are drawn more to the bright open savannahs, and less to the cold dark caves :)

It's worth pointing out a that Dust isn't open, bright, and clean to the exclusion of all else. It still has a bit of darkness for contrast. But you can see these areas coming and know, "ah, now I'm going into a cramped, dark hall... best be extra careful."

I think there's something similar that goes on in BF2, where the more popular 24/7 levels are bright, daylit levels. But the one nighttime level I can think of (with the string of islands) doesn't get much play. I don't play a lot of BF2, though, so I might be off-base there.

--

What are 5 important features that make a great Multi-player FPS level?

It's hard to pick a top five but here are a few that I think about.

Flow - few or no dead ends; multiple exits (more than two) from most locations; always channeling the player back to key locations; etc.

Well-tested item and powerup placement

Plenty of places for opportunity fire

Movement smoothness - nonvisible ramp planes over stairs; nonvisible planes to smooth inner corners; etc.

Interesting, if not breathtaking, locations

I like TW's point, btw. I'd be thinking about that too.

detail your work process for designing a Level

Here's a general plan. I don't know how useful too much more detail would be...

Thinking about the game type (deathmatch, teamplay, whatever) and the theme (which will usually be provided for you), choose a scenario. Most of these are well-known and ready for your particular twist.

Draw a quick "Zork map" style flow chart, then draw a slightly more detailed version to refer to but don't go too far.

Since one of the most important things to do is to get testers running around in the level asap, rough out the basic level with no details. It doesn't have to look pretty yet.

Drop spawn points, most of which will be obvious or already planned, a few weapons and powerups just to get things rolling, and invite the testers in.

Listen to their comments, get in there and run through the level with them, and make changes to the basic layout as appropriate.

Get your basic lighting scheme happening. Goal points and things like teleporter locations should be added at this time as well, at least their initial locations.

Test again.

Place/adjust the locations of/tweak items and powerups. In fact, be ready to adjust everything including spawn point locations (however the layout should be mostly fine by this time), and test again (and again). Begin to really finesse the level.

Lastly, finish visually detailing the level. Test again, make sure that everything feels smooth, looks exceptional and plays well, and you're out of there.



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April 17, 2006
Mashed together outline

Things I need to write about:

common level design processes/theories
the games and levels used and why
my process
research from questionnaire

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April 06, 2006
Schedule as I see it

WEEK 2 (4/3)
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* Continue Research
* Finalize Bubble Diagram(s)

WEEK 3 (4/10)
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* Overhead Maps of Buildings
* Overhead of whole Map (and Variations)

WEEK 4 (4/17)
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* Learning Hammer Engine
* Begin Model Massing

WEEK 5 (4/24)
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* More Learning
* More Model Massing

WEEK 6 (5/1)
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* More Learning
* More Model Massing

WEEK 7 (5/8)
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* Basic Contruction of Map in Hammer Engine
* Continue Learning
* Continue Model Massing

WEEK 8 (5/15)
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* A Semi-fleshed out Version of Map in Hammer.
* Bring End to Model Massing
* But still learning Hammer

WEEK 9 (5/22)
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* Mostly Finished Map
* Clean Up

WEEK 10 (5/29)
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* Revisions


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April 05, 2006
My Task List for Studio II

Task List:

Research further into Level Design

Solidify bubble diagram plans

5 Variations

Overhead maps of building layouts
Strip mall
Fast Food building
Gas station
Construction
Overpass

Overhead map of whole map(s)

Model massing
Strip mall
Fast Food building
Gas station
Construction
Overpass
Props

Beg Zach to teach me the Hammer Engine

Learn Hammer Engine

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April 05, 2006
Thesis Statement and Stuff

Thesis Statement:

This project is about the study of common features from great First Person Shooter levels, and the development of a new map that demonstrates these features.

Description:

Being a big fan of the FPS genre, I have spent countless hours playing online. After years on playing certain levels over and over again it got me thinking about why I play these games (specifically the levels) repeatedly. There is something very addicting about the game play in these levels which people experience and that keep them coming back day after day, and in some cases year after year. My plan was to use my knowledge of level design (abet small) and deconstruct the maps from the more popular online multiplayer FPS’s to their most basic forms: Bubble Diagrams. From the bubble diagrams I can see the number of buildings, entrances to buildings, bottlenecks, obstructions, cover, spawn points, etc. for the maps I have selected. After I have studied the maps and their common features, I can use this information and apply it to a level that I will construct in the Hammer Editor (HL2). Hopefully the map will demonstrate that these features truly make the perfect map.

Intended Audience:

The intended audience is any fan of Counter-Strike formula, and while it may seem like a small audience, CS, and CS:S are still the most popular of any online FPS (http://archive.gamespy.com/stats/). I will have plenty of test subjects, as long as I can get my hands on a server to test it out. The other audience could be the Gamasutra.com community; if my findings help me prevail I would love the free publicity to prospective employers.

Expectations:

From the project I hope to better understand what makes a great FPS level, even if it is just a Multiplayer one. From this knowledge I would generate a level that demonstrates my findings and is hopefully a fun map to play.

MARCH 2006

March 12, 2006
Soldier of Fortune II: Double Helix Strategies

Soldier Of Fortune II: Double Helix has a couple weapons and items in the game that drastically changes game-play. One item that ends up changing the game-play greatly is the incendiary grenade. It ends up exploding into flames and the flames stick around for about 10-15 seconds. And while it doesn’t seem very long it ends up being enough time for someone to run. Another item that changes game play is the Thermal-Imaging goggles that allow the user to see their enemies clearly from the distance and in some cases to see them through walls.

MP_JOR1:

Infiltration Team (IT): The best choice for the IT is to fan out because the Defense team (DT) is going to charge and launch as many incenerary grenades and frag grenades as they can at the rushing IT. Two good paths to take would be to run up and over the bridge and up to the room over looking the courtyard or jump off the platform near the seller’s stand and head up the ramp into the courtyard, and while both paths maybe riddled with campers it is obvious as to where those campers will be. After getting the case, the IT need to be careful when heading back due to the DT covering the extraction point like vultures.

Defense Team (DT): Since Jumping in SOF2 is pretty unrealistic the player can get to some crazy areas. In the courtyard a couple of the DT can access a ledge above the courtyard and see all the way to the sellers stand on the platform. The top of the market buildings can also be access from jumping on a couple of boxes, it lets the DT have a little advantage over the IT.

MP_SHOP2:

Infiltration Team: There are plenty of pathways to the case but the close quarters means one person could run into most of the DT. There is no real good strategy for them, they just need to have their shotgun out and watch their backs.

Defense Team: Sit on the case, or lean around a corner. It’s the only strategy they need.

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March 09, 2006
Call Of Duty Basic Strategies

**Call of Duty** has become one of the most popular online games due mainly to using Counter-Strike mechanics in a WW II setting, and doing it very well. OK, right into the fray.

MP_CARENTAN:

Allies – Allies usually want to avoid going to the left of the map, unless they are hugging the wall on the far left side, the reason being – Axis machine gun on the second story of a house. And even if they make it past that obstacle, the house is a little cramped and it gets pretty dicey when moving around in close combat. Although a lot of Allies tend to move toward this house because it allows the Allies to pretty much see all of the Axis side of the map, it also allows them to sneak into the building across from them and hopefully flank some camping Axis. I believe that the Artillery Gun (AT gun) nearest the Machine Gun house is the best target for the Allies to plant a bomb because it has many hiding spots that give easy access to the AT gun to stop the Axis from defusing the bomb.

Axis – Axis can just hang back this map because both AT guns are easy to cover. Stopping the Allies from getting into either of the houses (Machine gun house and the one that it is connected to) is pretty simple. And if the Allies don’t come out? No problem, the Axis win by default because the Allies didn’t complete their objectives (killing all Axis or blowing up an AT gun).

MP_HARBOR:

Allies – This is a tough map for the Allies, there is no real good strategy for a solid victory. Their main plan should be to move cautiously though the alleyway to the closest AT gun, it is best to wait it out and hope the Axis get antsy and come looking for them, or run up the ramp to the overhang but then they have to deal with Axis snipers from the office across the way. But if they can make it past that, they are in a prime position to sneak around the back and plant a bomb on the AT gun right outside the Axis spawn area.

Axis – again all they need to do is sit on their haunches at either AT gun and wait for the Allies to come and get it. Mainly some Axis end up camping the Offices over looking the Underpass and into the Overhang. Some Axis head up the ramp on the over pass side, hoping to cut off the Allies as they get into the Overhang. Other Axis push up by heading through the underpass but they have to deal with a good amount of Allies camping in the back with rifles and Allies up close with PPSHs.

MP_RAILYARD:

Allies – Allies main goal should be the close Tank right outside the Tank Garage. It is usually very under protected after the first couple of Axis are taken care of. The quickest and safest route would be through the tank garage and run like hell and place the tank in between them and the Axis Spawn area. Other Allies need to head through the east office and into the stairwell to block off the Axis from flanking them through the tank garage. Heading to the upper floors is a plus because the Allies can see all of the area where the Axis spawn and there are very little hiding spots.

Axis – Axis need to push though the stairwell and into the Garage, or move through the west office into the Allied Spawn and pinch them while they are moving through the storage area and taking fire from other Axis. And for the really brave, they can disrupt the rushing Allies in the Tank Garage by running in themselves and running to either side of the garage. The Allies will be too busy trying to hunt them down instead of continuing the rush to the Tank

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March 09, 2006
Day of Defeat: Source Basic Strategies

**Day of Defeat: Source** has completely different objectives then the other games I have looked at. The goal in this game is to control all the flags in the level, and that is the only way to win in this game. With players constantly respawn, the danger zones change very quickly (unless someone has themselves dug into a spot really good).


DOD_AVALANCHE

Allies: Allies have a strict disadvantage on this map because they are down hill, the Axis just tend to spam grenades down the hill and they all pile up and take out a lot of the Allies. On this map they just have to take the hit and only get two flags (both only requiring 1 player). After that they can push p and grab the Axis second flag. And if the Allies are lucky they can hug the church wall and take over the fountain flag. The Axis First flag is a hard one to capture. The Allies need to time the capture in-between Spawn times.

Axis: All the Axis need to do is to keep applying pressure to the Allies and never let up. The constant onslaught will eventually wear them down. The Allies First is hard to get because they can cover it from above and below, which leads to a lot camping on the Allied side…with Rocket launchers.


DOD_AZINO:

Allies: Above all else the allies must hold the church flag. As soon as that flag is taken over by the Axis, the Allies will lose the round, because it only takes one Axis to capture the Well flag. As for attacking strategy; the best bet for the Allies is to capture the Well (which can be captured by one player), Church and Bridge (which require two players to capture the area) from the very beginning of the round. This situation leaves the Axis at a disadvantage since they would only have 2 out of 5 flags. After that, it is just a matter of pushing the Axis back and grabbing the Alley Flag which is easy, and the hard part is rushing final Axis Flag at the Fountain.

Axis: Axis should concern themselves with Capturing the Fountain Flag (1 player to capture), Alley Flag (1 player to capture), and the Bridge (2 players to capture). After that it is kind of a death march for the Axis. It is really a toss up as to which flag to take first after that, if the Axis go underground they can pop up in the church and reek havoc on the Allies that are covering the Church Flag, and prevent the Allies from getting into the church again. Or in most cases they can by-pass the Allies there and make a run for the Well Flag, but it generally creates a lot of panic among the Allies so huge swarms of them end up there.


DOD_DONNER:

Allies: After capturing their own flags, most allies just camp it out on their side of the tank flag. To be successful in the map the allies need to fill in the courtyard area to keep Axis from getting anywhere close to Allied flags. All they need to do is camp there, trying to get out on the Axis side is suicide. It is a meat grinder literally, because the Allies usually set up a Machine gun on one side and the Axis set up theirs on the other so anyone that goes in that area just get shredded. Allies best plan would be to take the alley behind the bed & breakfast and Store and pop up right at the Axis first or Second. It sounds simple but there are Axis constantly pouring into that alley to get over to the building that over looks the tank flag and into Allied territory.

Axis: If they are lucky enough to not have Allies covering the courtyard it would be smart for a couple to push up and capture the second allied flag, or to cherry pick the last one when everything else is captured. Again it sounds easy-cheesy but its not.

Feburary 2006

February 28, 2006
Counter-Strike: Source Maps

**OK so here are the CS:S maps** I will explain here that the safe(green)/cautious(yellow)/dangerous(red) paths only apply at the very beginning of the round (if the person started from the spawn point and just ran ), because as the round progressed those areas that were deemed safe/cautious/dangerous would change based on the actions of teammates and the other team.
This applies to all the map pdfs that are posted after this!!!

Now I will write up the basic strategies (and in some cases the basic behaviors) for both teams in each map.

DE_DUST:

Terrorists (Ts) - The easiest way for the Ts to win is to rush as a team to the closest bombsite. The flood of Enemies can overwhelm the 2-3 (including sniper) that gather at that location. Then plant the Bomb and pick off the remaining team. This plan usually only works if most (about 80% of the team) of the T go while the others run interference (popping out of random areas to distract the CTs).

Counter-Terrorists(CTs) - The easiest way to stop the T's from rushing to that bombsite for a good sized group of CTs to run for the side entrance to the main hallway, and throw as many High-Explosive Grenades (HEs) and Flash-Bangs (FBs) in the main hallway as possible, effectively blinding and damaging the Ts as they make their run. After depleting their grenades they should run to the bombsite area and catch the Ts as they run into it very blind and very hurt. The rest of the CTs should either hand back near the side entrance or loop around to the other side if the main hallway and catch the T's from behind.

CS_ITALY:

Terrorists - The main plan for the Ts here is to just stay put. The CTs need to come to the Ts Spawn area and get Hostages. So the Ts really only need to cover the three paths that lead to the Hostages. Some Ts who are more adventurous might head for the apartments or rush down the hallway and try to beat the CTs to the Market Place, or jump off the overpass right at their spawn and go through the basement and appear on the stairs to surprise the onslaught of CTs. Ts can usually be found covering the hallway to the house from the Window on the second floor or just to the left or just to the right of the hallway. The Path at the runs up the middle of the map is usually covered from the over pass and the stairs that path leads to is covered from a window on the 2nd floor. And the last path is from the apartments is covered from the corner by two or three T's.

Counter-Terrorists - Unfortunately for the CTs there aren't many good strategies for this map. They need to just move forward and always look for the T camping spots. Even if the CT's manage to kill all the T's covering the Path from the apartments, they still have to deal with the Sniper(s) from the house. As for the Stairways there tends to be a T behind the stairs on a ledge and a T or 2 covering from the window in the House. The Long Hallway is pretty much a death trap because the CTs are framed for the T Snipers.

DE_PRODIGY:

Terrorists - For the T's is doesn't matter which way they go, in the end they need to bite the bullet and rush in the line of fire. If they head to the Guard House, they will need to camp out a little and take out as many CTs they can see from the little hole in the wall from the garage or play Jack-in-Box from the doorway to see where they are. The best place to plant the bomb is the one in the computer room that isn't next to the CT Spawn. While it may not be the move convenient, it is generally hard for the CTs to get any where near the bomb to defuse unless they are in the computer room at the time or hiding in the air ducts.

Counter-Terrorists - Their best Bet is for half the team to rush the Hallway to the right (facing the Ts spawn area) and catching the T's Off-Guard before they set up in their spots. While that is happening, the other half of the team will run to the Guard House area and hold off the Ts there; in hopes that the CTs that went the other way killed all the Ts they encountered and are now coming to flank the remaining Ts.



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February 26, 2006
...Long Time No See

Sorry for the lack of updates the work required more attention to get it all worked out. So now prepare for sooo much writing it will make your eyes bleed. Here is how I will make my plan of attack. I have all the maps deconstructed and in nice little pdf's which will be posted later, and I will also explain the basic strategies for each map.

As for other things I have started a bubble diagram of the map that will be created demonstrating my finds from the study of the other maps.

Here are some simple common observations about the maps I picked up while looking at them:

1) Spawn areas for each team are either directly across from each other or diagonally across from each other.

2) One team has an advantage, weather it be one built into the map (intentionally or unintentionally) or based on the skill of one team (this observation is from my experiences as a gamer, even if the team is disadvantaged they can at times overwhelm the other team that has the advantage).


3) As demonstrated in the bubble diagrams of the maps the danger level (movement through the level) of both teams is pretty even and consistent.


4) All the maps are basically tunnels, even the areas that seem open, are really just big tunnels. And I think part of the conflict is created because the players have nowhere else to go.


So those are some basic observations. While these are the basic parameters I will end up using, there is one I want to combat, Multi-Player FPS's are notorious for just being tunnels that happen to connect and in most cases the players don't even know why they are there or how they got there (although admittedly most don't care). One of my major goals is to make a map that feels like it is part of a bigger world and not just some box that fell out of the sky. DOD_Azino does this well on one side of the map but having the ocean (a natural barrier) block off an area. And while the player still is technically in a box they will feel like they are part of a bigger world.


On a side note to go along with my bubble diagram I am going to build a Lego counter part so I can visualize the map and will be able to quickly make changes and see the effects of those changes.


By using Lego Factory's program I've built two buildings that will be in the space (and if it weren't so expensive I probably would have done everything this way). So at least 2 of the buildings won't look like a clown threw-up on them.


here is burgerboy


and GasStation


That should be a good amount for now.

JANUARY 2006

JANUARY 31st 2006
SOF2 Maps Screenshots

ok all the map choices are finally done....... Now I just need to get my butt in gear and bust out some crazy Visio flow charts. I plan on doing a very bacis (pointing out spawn points and objectives) flow chart and a very detailed flow chart of ever room. So keep your eyes peeled and look out for the flow charts coming soon.

MP_JOR1

MP_FINCA

MP_SHOP2

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JANUARY 22nd, 2006
COD MAPS
SO I have two of the three maps for Call of Duty. And man was it a pain in the butt to piece them together. Some places on the maps aren't 100% accurate but it's enough for me to do what needs to get done.

MP_CARENTAN


MP_HARBOR


MP_RAILYARD


Finally got railyard done...although it's really ugly but it will serve its purpose.
there is a whole middle section I am missing but it would just be of the roof top.


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January 21, 2006
Counter-Strike:Source maps
I got lucky and CS:S has Overhead maps in spectator mode

DOD does have overhead maps but they don't make much sense so I need to maybe stitch some picture together

COD doesn't have any and I can't get cheats to work so i hit the top of the world really quick so I will really need to stich those together

SOF2 is still MIA. I ordered a copy through Amazon but it might not get here until next month. LAME!

Anyway here are the CS:S Choice Finals

DE_DUST

CS_ITALY



DE_PRODIGY



For DOD My final Choices are

DOD_AZNIO



DOD_AVALANCHE



DOD_DONNER



**Oh yeah, I guess I should mention that Counter-Strike and Day Of Defeat are © of their owners (I'm pretty sure that would be Valve)

I still need to piece together the COD maps unless I can find console commands online.
It shouldn't be too hard since they did use the Quake 3 engine, so chances are they didn't change much

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January 19, 2006
Minerva Mod for Half-Life 2
I was reading an article in Computer Gaming Monthly that featured the Minerva mod for HL2. In the article the creator mentioned something that I found intriguing. He said that for his level design he tries to make setting as close to real architecture as possible then builds the game play around it. I like this approach because then the areas around the player begin to make sense. Pretty much every Multi Player map I have ever played had no real rhyme or reason as to why those players are there and why they are doing what they are doing. This is very abundant in Counter-Strike: Source. In the level de_dust the terrorists (Ts) have three objectives to win a round:
1. Kill all Counter-Terrorist (CTs)
2. Use a bomb that one player is given randomly to blow up Bombsite A (which is just a bunch of stacked containers that seem to have nothing but grains in them
3. Blow up Bombsite B which is nothing more than the CTs spawn area that has nothing much junk and boxes in them.

Generally the round ends with one team killing the other with little thought to the actual objective. And planting the bomb seems to only be a trap to lure campers out of their spots and pick them off as they try to defuse the bomb.

Other Games are a little better at hiding the "death tunnel" feel such as Day of Defeat: Source's dod_aizno where the Allies spawn on a beach that have transports in the water and the Axis spawn in fortified courtyard. The water although keeping players contained still make it seem as though the map is a little more open. The goal in DOD is more apparent because no team can win just by killing the other team, and a players rank is based on how many flag captures they have and not how many people they kill.

It makes me wonder if CS:S would be even half as popular if the players scores where based on hostage saves or successful bombing instead of who can spray and pray the most.

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January 16, 2006
Map list
Well I'm still thinking about what maps to pick for this project but this is what I got so far:

From CS:S
de_dust
de_prodigy
cs_italy

From DOD:S
dod_flash
dod_ avalanche
dod_argentan

From COD (still have to decide which map demonstrates my theory better)
mp_carentan
mp_railyard
mp_pavlov
mp_depot

I still need to get my hands on a copy of SOF2

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January 15, 2006
Schedule for Midterm (Studio 1)

Here is what I hope to accomplish up until the '06 Winter Midterm

  • Tuesday, January 17 (Class 4) - Final decision on the maps that will be used for research.
  • Thursday, January 19 (Class 5) - Completed Over-head maps for some of the maps being used.
  • Tuesday, January 24 (Class 6) - Over-head maps totally complete, reverse engineer all maps and comparisons of the results.
  • Thursday, January 26 (Class 7) - Send Questions to the original map makers that I can find.
  • Tuesday, January 31 (Class 8) - Start Process for designing base level to demonstrate findings.
  • Thursday, February 2 (Class 9) - Revisions
  • Tuesday, February 7 (Class 10) - Revisions
  • Thursday, February 2 (Class 11) - Base Level Design Complete
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January 12, 2006
Plan of Attack
After talking things over with Professor Leong, I think I have a pretty good plan of attack for looking into the way the levels were designed. It seems pretty obvious now but a great way to find similarities will be to backward engineer the levels to their most basic form: The bubble diagram.

The bubble diagram should indicate if there are any similar features in the levels I have chosen. From this process I hope to boil the levels down to that addictive "magic" that makes people come back for more every time they play.

As for the number of maps I will choose, I still haven't decided. I want to pull maps from at least 3 different games. Games that are modifications from the same game will not be considered as a different game, even though the game play may be different. While I want to stick to games I know inside and out, it might be nice to throw a game I'm not too familiar with to see if my theory lives up to the test.
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January 12, 2006

An example of a Map with Choke points
One of the maps that I know need to be talked about is Counter-Strike: Source's (CS:S) De_Dust. This one particular map has been around since the first Counter-Strike (CS) Beta about 7 years ago. Unfortunately I can only find a really bad overhead view that doesn't really demonstrate what I would like to talk about. It come from the Counter-Strike 2d website which has a good amount of CS maps that are drawn out but it doesn't look very pretty. I think ill have to get into the game or the editor and take a top down picture that makes more sense. I will also be adding screenshots of the areas I will highlight later.

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January 10, 2006
Solidifying an Idea
Ok. So I have a great idea for my thesis. now I just need to go getting my ideas formulated so that I can start to get my project and thesis together.

After a good talk with professor Cookson, I'm pretty sure I want to attempted to take a detailed look into level design magic. Not the process of making a level...that's been done to death. but to pick apart at what makes a level (Cookson would kill me if he heard me use this term) "Fun". I want to look at what makes and breaks a level. But more specifically in the world of online games that involve two teams.

After countless hours of playing Call Of Duty, Counter-Strike, Day Of Defeat, Red Orchestra (before it was cool yo), F.E.A.R., and Soldier of Fortune 2, I still wonder what makes me go back for more on the same maps over and over again day in and day out. Some games I have played for over 5 years. I know the levels better than I know the streets of my hometown. And there is one thing that I noticed in most of the very popular levels, these games create intense conflict by squeezing the levels down to a bottleneck. These bottleneck areas basically turn into a meat grinder and any one foolish enough to run through there blindly will most likely get fragged.

I will go into better detail when I can get some examples of what I mean. until then, this is enough

**made some edits to the post due to me rushing to get my thoughts on the site, Hopefully it makes more sense now. -Notto **

Pshhhh I have 5 years right? oh only 4? Crap.

So long hiatus is over. I need to repost everything from the old blog because once blogger was absorbed by Google it doesn't remember my old thesis page. So here is to new beginnings! Woo!

I will repost all of the old entries with some fat trimmed, mainly pointless entries and me unleashing my angst at Valve. I am going to repost by month so all of the posts from one month will appear in one giant post.

LET THE REPOSTING COMMENCE!