Level design basics---incomplete tutorial, in progress

Discussion in 'Halo and Forge Discussion' started by haruki jitsunin, May 5, 2008.

  1. haruki jitsunin

    haruki jitsunin Ancient
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    Before I begin, I'm going to state one thing that everyone should keep in mind while reading this thread. Level creation, like a lot of things, is not simply a science, it is an art. As such, there are many differing opinions as to what makes a good level and how a good level is created. There isn't a "make a perfect map" formula. Good maps come from work and referring to well-designed levels.

    Also, I will reference a lot of maps. I do not make any claims as to how good these levels may be. I could think they're horrible, I may think they are amaing, I just reference them because they did something that is a great example of one part of the theory of level design.

    Aesthetics will not make a good level. Forging 101 teaches all about aesthetics, so if you want to learn how to make your map pretty, that is the place to look. However, when designing a competative map, gameplay should be the main focus. There are many aspects to a well-designed level that make these levels well-designed. Some of these concepts are:
    -Map layout
    -Balance
    -Flow
    -Risk versus reward
    -Object placement

    This is not a perfect list, but it does encompass many apsects that are important in level design.


    --Map Layout--
    This is the part of the map creating process that will have the greatest impact on how your map looks and plays. While planning the map layout one has to draw from every other aspect of good map design. This will differentiate your map the most from any other map. Here, you decide what your map's "thing" is. What can and will it be known for. Most maps have a "thing" they're known for. Some examples of this are: In Cosmic Rick's "Pallet parade," the conveyer belt; In Lintendo64's "great wall," the great wall; and in Draw the line's "end of the line," the train. Some maps don't have just one "thing" they're known for, but focusing on one, at least when in the beginning stages of forging is good. This hook doesn't have to be aesthetic, it can be something as simple as a 2-base foundry map that has only two pathways between the bases; or a map on foundry with one death pit and three paths that can lead to your death in said death pit. Some examples of maps with hooks like these are: on isolation: a symmetric level with underground paths and an uphill slant towards the center of the base; on high ground: an asymmetric, uphill level where the attackers spawn on the lower side of the map (the beach) and attackers on the upper side of the map (the base); and on epitaph: a mostly-symmetric map with a "plus sign" inside design with asymmetric outer pathways. This part of your map is usually one part that you want to include in your description. If your hook is aesthetic, then this is where you have to decide if you want your map competative or not. If you don't, then focus on the aesthetic elements. If you do, make sure you design your space around the aesthetic part in such a way that it supports good gameplay. Do not just create your aesthetic element then decide you want it to be competative. It will turn out horribly. This is not a step-by-step guide. Whereas the first point is formatted as such, I merely made this point to show some ways to come up with a layout. You should think about all the other points when laying out your map. Just because this point comes first does not mean you should focus on the layout, then the balance, then the flow, etc. You should plan all these points into your overall layout.

    --Risk Versus Reward--
    What is risk versus reward? Risk v reward is a level design principle that effects the flow and balance of the level. Risk v reward states that in order for any action to be advantageous, the reward one recieves must be greater than or equal to the risk taken. Simply, a player will not go out of his or her way to an area of great risk to acheive nothing.

    Risk itself is half the battle in this equation. Not just adding it to an area, but taking it away from areas also helps with the balance and flow of a level. One thing that adds to the risk of an area is Accessibility. Having an area that is difficult to reach is a great way to add risk to an area. Another thing that adds risk is lack of cover. With a clear line of site to a particular area, said area is really risky. Low ground is another risky area.

    Reward is the other half of the battle. Some rewards are: power weapons, good line of site, quick routes, high ground, cover, and objective items.

    With the correct manipulation of the risks versus the rewards, one can add so much to a level. However, manipulating these risks and rewards is tricky. Playtesting is key in this area of level design. If power weapons or high ground is too convenient and the risk doesn't match the reward, it can really mess with the balance of a level. That being said, you should watch your balance to make sure things are overly convenient to acheive.


    --Balance--
    One key element in any good map is balance. Now, this does not just apply to symmetrical maps. This applies to asymmetric maps as well. Now, contrary to popular belief, balance is not just affected by weapon placement. Sure, weapon placement is a good way to balance your level, but if the weapon placement is all that balances out your level, it's not the most effective form of balance. Everything in map making is multiply determined. Meaning, balance is not only acheived through weapon placement, it is also acheived through flow, risk versus reward, and object placement.

    How flow affects balance:
    How the "risk versus reward" principle affects balance:
    How object placement affects balance:


    -More will come-
     
    #1 haruki jitsunin, May 5, 2008
    Last edited: May 8, 2008
  2. Dthen

    Dthen Ancient
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    Thankyou for this. May it help many people.
     

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