Snarkpit Articles


Introduction
Gameflow is a significant element because it directly relates to how your map plays and how much enjoyment players will get out of it.

The six main issues to bear in mind when designing a level that has good gameflow are...

Height
Different height levels make for much more interesting and varied fights. Battling on one level plane only offers so much.

Balance
Essentially, anything in the map that gives the player a advantage, there should be a disadvantage that evens the playing field.

Variation
Corridors and rooms that are all the same, whether it be in looks or size, are boring and confusing for the player. Having a varied structure to your map means the action in your map will be varied.

Focal Points
There needs to be integral points within your map where players ultimately converge. At the very least they provide somewhere for the players to orientate themselves, which also ties into having variation.

Flow
Your map should always encourage players to be on the move (ignoring specialist situations like snipers, campers etc). They should rarely have to backtrack to get around the map.

Choice
Players like choice. They don't want to be limited to the same routes as its boring and limits tactical options.

Example
With those building blocks introduced I will now expand on them by applying them to a basic map layout...



Though this might look incredibly boring, it does demonstrate 2 of the building blocks to gameflow (albeit on a very basic level). No one side of this corridor offers players a extra advantage so everyone would be on a balanced playing field. Also players would be constantly going round and round which creates a sense of flow.



Not much has been added here but what we have started to create is a bit of variation. The corridors are now different lengths and the map is no longer symetrical. This is significant because we have created different length corridors and that caters to a larger variety of players and weapons.



Again, a basic change but a significant one. The players now have choice. Do they turn left, right or straight on? Arguably you could say they had
choice before in whether they went clockwise or anti-clockwise around the map but that is such a insignificant decision for the player it would hardly matter.



I've now added a large room to the map which adds the focal point. All corridors now lead to this point and players should now easily be able to orientate themselves. The corridors follow different shapes and join to the room on different sides.



Finally I am going to add a element of height to the map by adding a platform in the main room. This is significant in a few ways. Besides adding height it also creates some variation in what the fighting will be like in that room. In some ways it also adds a focal point because players will fight over getting the height advantage.

Notice that to keep a sense of balance I added two seperate stairways to the platform. Though a player may get the advantage of being higher up than other players he will have the difficult task of defending this advantage from two directions. It also helps with flow because otherwise there would be only one way up to the platform and the player would have to backtrack to leave it. Finally I added a small room to what was otherwise a long boring corridor, again for variation.

Supplies
A comment should also be made on power ups, health, weapons etc. These have a big influence on balance and focal points because in a sense they themselves are focal points for the player. Taking the example again, if supplies were added to the main room then there would be little reason for the players to leave it making the corridors largely redundant and effecting the flow of the map.

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This article, and others, can also be found on my website, Creating Worlds


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Discussion
0 starsPosted by The_Great_Dm on Sun Nov 4th 2007 at 10:50pm

Very nice tutorial, I may create a map bassed on your last picture. Thanks smiley
0 starsPosted by P37r1 on Sun Nov 26th 2006 at 1:12am

Nice and simple, explains well what it is supposed to.
0 starsPosted by Captain P on Sun Jul 23rd 2006 at 11:06am

To me it's quite obvious this is a multiplayer article, and I don't see anything wrong with that.
However, I believe certain aspects apply to singleplayer mapping just as well, so it's not completely useless for SP-only designers. Singleplayer levels often try to tell a story, which comes with a whole new set of tricks, but they still have to offer gameplay in between (and possibly combined with story elements). The main difference is the control you have as the level-designer: instead of creating an area for multiple human players, you get to create the area and one side of the combat. Balancing area's, so not to give players, or AI, an oversized advantage, is just as important in SP. Of course, you may have other tricks available that you can't use in MP, but that doesn't mean these rules don't apply at all anymore.

Maybe you'll like these articles (Gamasutra account required):
<a href="http://www.gamasutra.com/features/19990416/level_design_01.htm" target="_blank">http://www.gamasutra.com/features/19990416/level_design_01.htm</a>
<a href="http://www.gamasutra.com/features/19990423/level_design_01.htm" target="_blank">http://www.gamasutra.com/features/19990423/level_design_01.htm</a>
Perhaps not exactly what you're looking for, but sound advice and focussing on singleplayer design.
0 starsPosted by Captain P on Thu Jul 20th 2006 at 10:35pm

This article reminds me of a much more in-depth German article (for Unreal), about planning layouts and gameflow. The author of it also explained a method of drawing layout sketches, and using particular items to allow players smart usage of the level.
Here's the download, for those that know German (though the overload of images should be able to speak for themselves):
<a href="http://www.thewall.de/content/allgemeines_gamedesign:artikel:spielhandeln_im_deathmatch" target="_blank">http://www.thewall.de/content/allgemeines_gamedesign:artikel:spielhandeln_im_deathmatch</a>

I believe this article is a good introduction, but could be extended a lot. For example, to balance a high spot add another staircase isn't the only option. Adding an opposing vantage point, or totally depleting that spot of any (health) items, or providing grenades for players below the platform, or some 'flush-out' gimmick, can work equally well. Balance and flow aren't necessarily physical, where every area needs at least two entrances and a typical counter-weight. Which then comes down to variation, applied to the given rules.
0 starsPosted by Forceflow on Sun Jul 16th 2006 at 4:46pm

To the point and rather short, but I like it.
0 starsPosted by Jaymz on Sat Jul 8th 2006 at 2:53pm

Nice. This was usefull.
0 starsPosted by Addicted to Morphine on Sat Jul 8th 2006 at 3:30am

Clear, concise (and honestly this is good because it's very easy to ramble on self-importantly when writing tutorials), and great use of diagrams and explaining design choices. However, I think it would be interesting if you developed your ideas about supplies effecting gameflow. Why not talk about where you would put spawns, healthkits, guns, ammo, etc in the above example map?

Ok, in the interest of clarity I have to suggest you change &quot;anything in the map that gives the player a advantage, there should be a disadvantage that evens the playing field.&quot; to &quot;for every aspect of a map that gives the player an advantage, there should be a disadvantage that evens the playing field.&quot; Sorry to be that guy, but I had to reread your original sentence to understand what you meant.
0 starsPosted by G.Ballblue on Sat Jul 8th 2006 at 12:39am

I feel that you need to let everyone know that too much of anything is bad. Too much height varriation, or slits, or paths, or rooms, despite how much freedom they add, can often times backfire and simply make the map just as confusing as a map with tons and tons of rooms that look exactly the same.

I also think that this tutorial could have gone on quite a bit longer. I think it's a bit too simplistic, and &quot;gameflow&quot; in my opinion, is something considerably complex and really can't be summed up with one page.
0 starsPosted by rs6 on Fri Jul 7th 2006 at 6:48pm

Very well written, and informative. I like the pictures too.
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