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Feeling It (Feb 16, 2006)

After you've been playing games and designing maps for a while, you tend to get a good feeling about what works and what doesn't. Whether it's simply through looking at existing maps or making your own, your brain takes it all in and starts to link up what you're seeing with the qualities of the map itself. At least, that's how it seems to me.

It's hard to explain exactly what I'm thinking when looking at a map for balancing issues, especially the 'gut feeling' I get with some maps. The best way I can describe it is as if I were holding the entire map in my hands, trying to work out the best grip to hold it with. I get a feel for the weak links in the map and the bits that are too large. If the map is set on more than one plane (Dust is effectively one-plane because it's quite flat, but I'd consider Assault two-plane due to its height), I get an idea for where most people will find themselves by trying to work out if the map feels top- or bottom-heavy. I work my fingers around the map to find areas that are too complex and twisty or simply too large and dull. I try to determine where the 'balancing point' is (the point as if I were balancing it on the tip of my finger.)

It also works to change what the map is made of. Instead of being solid, I imagine it being slightly plasticy (like the plastic trays you get in boxes of chocolates). That way I can picture how (for example) the stresses of a large part of the map pull on the material along small connecting hallways, bending it downwards. Imagine it as being wood, and consider how it would float, and what sort of angle it would sit at on the water - this helps indicate the 'gravity' of the map and the direction players will find themselves pushed in.

There are a few problems with this approach though - occasionally I imagine the props too and they end up falling out. Daft but true.

This probably seems like nonsense to most people, but this is simply how I seem to work these things out in my head! How do you see yours?

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user comments

pyropowered at 01:26 on Feb 17, 2006

I usually think of maps as building blocks of hard, moldable clay. I like to invision myself pouring water down the different hallways to see which areas need revision. But your metaphor is also intersting.

smeerkat at 05:22 on Feb 17, 2006

Never thought of it in terms of a plastic tray. But I like to think about creating optimal environments for each weapon, so no one feels left out. I think dust2 and Italy are really good at that, allowing players to thrive no matter which weapon they choose.

Josh at 21:54 on Feb 18, 2006

I like to use the fluid dynamics metaphor, gameplay must flow around the level with smooth transitions. It helps to imagine a flow of water around the level. Especially if considering making a map for a fast paced mod like fortress forever - scouts.

Chris Brooker at 16:29 on Feb 20, 2006

Once I think of a location for a map, I spend a while just sketching areas which would be, for a lack of a better word - 'Cool'. Then once I have the 'main attractions' sorted I build the map around them. Usually a lot of reworking is involved but them what map doesn't.

Atrocity at 05:32 on Feb 22, 2006

I always thought of my map as a nakee person I was trying to clothe? Just messin, I usually think of mine as designing a skeleton, and I have to put the main bones in so the other can be supported? if that makes sense.