Snarkpit Articles

Gameplay Optimization

A trick for improving player movement through your single or multiplayer level. Touches on the proper use of prop_physics, player clips, and layout techniques. Usually these are considered finer optimization points.
Intro
Introduction

In September 2008, Sjoerd "Hourcenes" De Jong (http://www.hourences.com) released a survey he conducted across the level design community. In that survey one statistic revealed was concerns over gameplay in multiplayer levels (for any 3D shooter game). In it, Hourences found that tied along side "bad performance" "getting stuck on geometry" was the number one most frustrating thing to be endured in a multiplayer level (source).

So with that in mind, I'd like to take this opportunity to show you budding or perhaps already experienced level designers some intuitive and even some un-intuitive tricks of the Source engine and Hammer to help players navigate your maps much more smoothly and to help you be much more conscientiously aware designers.

Outline
  • Prop_physics and their features
  • The ultimate tool: player clips
  • General layout techniques
  • Conclusion
>Move on to the next page to get started!

Physics Props
What is A Prop_Physics?

For multiplayer levels in the Source Engine, one expects a lesser degree of physics interaction than with the single-player counterpart. For the most part you'd be right, but Valve and the team behind Half-Life 2 Death Match put a bit of extra effort into the network code enabling proper physics models to perform adequately in an online environment (contrary to popular beliefs about Valve making HL2DM as an afterthought project). So with that, you may be already familiar with the entity: prop_physics. This is the primary entity used to render single physics-based models in-game. That is, any model needing to be kicked or picked up or interacted with the environment of the game should be placed into the level via this entity.

Now, this entity is great for single-player games, and I wouldn't use any other, but for multiplayer games, this entity may not always be the right choice, but we shouldn't eliminate it from our dictionary of multiplayer entities just yet!

Benefits of Prop_Physics_Multiplayer

prop_physics_multiplayer is pretty much identical to prop_physics in just about every way except for the most important way in the eyes of a server. Models existing as prop_physics_multiplayer have a much more 'bouncy' and less accurate method of collision detection (taken from article at EditLife). This is so the server takes less stress when attempting to calculate EVERY player's collision interaction with a physics prop on the fly and can focus its saved processing power for other things. The 'bounciness' is due in part to the automatic collision detection applying a generic 'bounce' force against the player and other possible collision surfaces instead of calculating the rigid collision mesh that would otherwise be used to calculate how a model sits on a surface. It's because of this type of automated collision detection that you would not want to use this entity on objects intended to be picked up by the player and used to slam another player in the face with, because it may not detect their face at all! -It's too cheap.

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Now, when attempting to place down some eye-candy models in your mutiplayer level, you'll want to consider their size and purpose. If their size is really big, then it should be an automatic inclination of you as a mapper to make these a prop_physics because they are more likely than not to be encountered by and perhaps even used by players as part of the game environment (especially in HL2DM). Now, if their size is small and most likely won't have the intended use of being thrown at a player or stepped on, then it might be in the best interest of the mapper to go ahead and turn these kind of entities into a prop_physics_multiplayer. Now of course purpose is not always correlated to size, so understanding what the prop_physics_multiplayer entity does, it is up to you, the mapper, to decide whether an entity deserves to be rigidly calculated or just simulated.

It ought to be noted about making a few other checks before keeping this entity in your multiplayer maps. be sure to check under the 'Flags' tab of this entity: "Debris - Don't collide with the player or other debris." This is important for entities you do not want to collide with the player. Simply placing them as prop_physics_multiplayer will not keep them from getting in the way of a player. Similarly, you may check "Prevent pickup" to prevent further player interaction, but usually the 'debris' flag will cover this. Also of note is the "Force server-side (Multiplayer only)" flag; only check this if it is important that this prop_physics OR prop_physics_multiplayer entity is needed to be synced at the same time for all players. (like a large boulder barreling down a mountain to kill several players at once). Anything made 'server-side only' will only cause more lag across all players connected to that server. Generally it's a good idea to avoid this flag. It's also important to note that you should use either 'physics' entity sparingly; they are both resource hogs somewhat compared to other entities.

Possible Suggestions:

Set to prop_physics_multiplayer if:
  • garbage debris only meant to collide with other debris
  • environmental effects to be 'pushed' (physical leaves, dead fish, small bricks)
  • tied physical entities (bag on a punching bag stand, dangling ornaments, swinging lights)
  • distant unreachable objects meant to move physically
  • falling models that are numerous (concrete chunks from a ceiling, apples from a tree, books off the shelf)
Set to prop_physics if:
  • large objects expected to come in contact with the player
  • deadly objects by mass (falling boulder, guillotine)
  • need accurate collision detection (round ball in a square hole)
Prop_Physics_Respawnable

One last note: prop_physics_respawnable are another entity used commonly in multiplayer maps. Their physics calculation is exactly the same as the expensive prop_physics entity (because it is assumed this entity will be used to smash other players in the face). The only difference is their "respawn time" keyvalue. It only applies if the entity can 'break,' otherwise it is useless for those entities that can't explode or break apart. The default time is usually 60 seconds. Make it longer if it is a 'game-changer' or really popular throwable prop; this would make it more rare and special. Okay, I think that's enough about physics entities 8-)

>Next up, the ultimate tool, Player Clips!

Player Clips
Why Should I Care About Player Clips?

Player clips are hands-down the best way to keep your player in check. All it is is an invisible wall that only affects the player and nothing else! You can shoot through it, you can throw stuff though it, even NPCs can walk through it, but not the player; nope, the player is the one thing this texture tool does not like and absolutely refuses to be nice to. The beauty of player clips is that they need not be used as invisible walls at all. They have a myriad of uses, if you are willing to get a little creative.

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A Few Things You Should Know About the Source Engine

In Source (specifically HL2 and related versions), the player is represented as a 32x36x72 (inch) 'block'. (1 unit in Hammer = 1 inch) (Source). As such, regardless of which direction you are facing, you're likely to get 'trapped' or 'caught-up' by some geometry (a.k.a. any shape with a collision hull) as you move through a level. Since game engines like Source are meant to be dynamic, there are no stipulations about which surface is the 'floor'. The floor could be one face of a brush, or the top of a pile of dead body models, or a moving brush. Any way you look at it, the floor is whatever surface you happen to be standing on. Because of this freedom of definition, Source relies on its robust Havok physics simulation system to calculate how you should be standing on each of these varied surfaces. The same is true for walls and ceilings. There are no Source definitions to indicate to the player model that "hey, this is a wall, make sure I act this way when approaching it!" No, it's simply a surface that is vertical. It's easy for the player 'block' to move around on smooth non-moving surfaces, and 'glide' against a smooth flat vertical surface, but what happens when it encounters some non-flat floors and non-flat walls? There are some tips to be had here!

How Can I Help the Player?

Best way to show you is by presenting some examples. Let's look below:

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Here above, you can see the physical player 'block' as represented in Hammer. When players in Source encounter a vertical edge that is 18 units or less, the engine will automatically step them up to the top of the edge. So, when constructing stairs be sure to stay true to this dimension as it serves not only a visual aspect, but functional as well. Well, as a player continues up a flight of steps, the steps will undoubtedly be jarring the players view as the engine automatically steps-up the player each time they encounter the next step. This isn't such a big deal, in terms of level-design, but can be 'smoothed-over' with the use of player clips. What's more important is that a player who tries to jump up some steps while moving across them, will find themselves halted in their progress because there was a vertical step they didn't reach and the engine must first 'land' them when they reach the next flat surface so that they do not bounce. And the last reason, why we should fix this, is because in HL2 and related games, the player has a speed boost mechanism that allows them to move more quickly along a surface. Sprinting down a flight of steps will send the player flying rather than hurriedly stepping his way down the flight.

The fix is quite easy.

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As you can see above, by coating a brush in the player clip texture, it allows the player block to 'glide' up along an invisible ramp without all the jarring sensations from stepped brushes. And It eliminates a player from flying off the flight, if they decided to 'sprint' down the steps. Moving on...

Below you can see an easy fix for short objects and doors in the way of travel. By creating simple ramps turned on their sides coated by the player clip texture, you have a nice easy, flat, & most importantly: Invisible surface for the player 'block' to glide along. Here are some examples below:

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Using this method anywhere you feel a player might get hung up at, or be moving really fast through, will only help you to be a better mapper. I don't think there is a situation where doing this will cause bad reviews to come about. This is one of those methods that the professionals use, but never tell you about :hee:. As a level designer, it is your duty to the player never to allow them to get lost or 'hung-up' in your world. If they never notice they're playing a game, then you've done your job right.

>Now for some layout techniques!

Layout Techniques
Straight Hallways Are Best, "K, got it, then what?"

Whoa, hold on there! That's not all there is buddy. Sure, you're right; straight corridors or open spaces do make it easy for a player to run around freely, but come on, that's just plain BORING!

Here are some neat things you could do to make those spaces more exciting and indeed interesting.

Curves

Curves you say? Yes, curves. The Source engine may not like them, but there are ways to make them spot-on using brush-work and not give the engine undue stress. The way to go constructing them is beyond the scope of this tutorial. For those references, you can check out some of the other great tutorials and articles right here on SnarkPit. See the following: Now, using curves to design and layout your level, you have the opportunity not only to have continuous flowing smooth surfaces to allow your player 'blocks' to move along, but also gives interest to the perimeter of the space. If you'd like to play for yourself some interesting maps that utilize curves (A LOT of them), then I suggest you try any of the HL2DM maps made by one SnarkPit member: Juim. He not only uses curves, but he puts them in spirals and spheres as well.

Open Z-axis

In level design, we call anything that goes up, the Z-axis. This nomenclature of course comes from the x-y Euclidean grid we all learned about in geometry class (Z is 'up' in the Source engine). By building or designing what might be called an 'open z-axis' you are focusing on a fairly large space that has different player-accessible levels of height. Think of this as a large stadium, where the height is constantly varied along the edges, but it is very 'open.' Or, on a smaller note, imagine a tall room with many catwalks intersecting across it at different heights. This would be considered an 'open space' with different player-accessible levels represented as catwalks.

By designing spaces with this 'feature' you add alternative paths that would otherwise go undetected. Any time a user would like to change levels, they could simply jump down to the level below them. Also, by allowing players to get above other players, you add a new dimension to the game. No longer are players limited to searching for enemies left and right, but now, must look up to attack or be attacked. Also forcing the player to look up gives you, the level designer, a chance to show off more of your detailing skill by making whatever they're looking up at more interesting; it really does add a new element to the game, like revealing hidden spaces.

Chutes & Ladders

Sometimes in creatively designed levels (those that kind of make up their own theme, or a theme of that old-style Quake type gameplay) will employ some game specific mechanics you won't ever find in real life or any other medium (except science fiction I imagine) that help to make a level more fun. These mechanics are often-time devices that shoot the player across the map, or perhaps even teleport them. These can be things from elevators, to moving platforms, or even something as simple as waiting for some kind of gate to open that could smash you if you take too long getting through it. These little devices, I'll call them 'interest zones', can help create areas of your levels that are just that. When you begin to do this, you are fluctuating the popular zones within a map. These popular zones will affect where the kill/death ratio occurs in your map and will therefore create 'hot spots' of activity. Likewise, spawn points can have a great adverse affect on determining possible hot spots. Placing too many of them in a location would obviously cause instant kills and spawn camping. But placing them relatively close but with some air of protection, then players may be inclined to take their time seeking their next victim after respawning. For multiplayer levels, you always want to give the impression that you're giving the player a head start when they spawn. The spawn point should always be advantageous to the player, never degenerative and ill-placed. It's how they're first going to see your world, so give them something to look at as well!

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So, as you can see, different themes can present different styles of design and offer different styles of gameplay simply by placing them differently relative to one another.

So, what did we learn here? Read on to the last page to catch my conclusion!

Conclusion
Am I Ready Now?

Of course you're ready; you were probably capable before you even read this silly tutorial. Reflecting now on a few of the points, you'll find level design to be a very open-ended field. And when you have available to you your own set of skills that become a hallmark of your levels, you'll begin to appreciate that of others. I'll admit, I'm not a fan of multiplayer mapping, that is, I don't do it a lot myself, but the lessons learned here can apply for any gameplay for just about any 3D fps game I imagine. Player clips are a big deal, and when using them to help smooth out your level, players will graciously thank you with their silent nod as they run through your level while by themselves on their own computer. Offering your services as a level designer to improving the quality of gameplay while also supporting a unique and interesting atmosphere is what makes the job, and indeed hobby so much fun.

prop_physics_multiplayer Is a useful tool, but now you know it's not always required in multiplayer despite its name. Keeping a healthy attitude toward the performance of the server when you first start to design your level, rather than in afterthought, you'll surprise yourself after it's all done and said with how much better it will 'feel' to you as a player. You'll probably ask yourself also: "Why did it take so long to make something so small?" and the answer just might be: "Because, you didn't just focus on that small area, but also everything that a good gameplay design entails." Indeed, there are plenty of other optimization techniques that lie within the purview of processing power and FPS (frames per second), but those probably won't have much affect on gameplay (unless the map can hardly be run at all). For those kinds of optimization techniques, I direct you to one of my favorite optimization tutorial pages: HL2 Optimization Guide.

Beyond all that, I thank you for taking the time to read my first tutorial and may you employ your new skills to wit's end.

-Riven

Discussion

Posted by Le Chief on Tue Jan 19th 2010 at 11:59am

I get what you're saying for the z-axis section. You're talking about height variation in terms of gameplay not aesthetics.
Posted by Riven on Mon Jan 18th 2010 at 9:44am
[Author]

----Article Has Been Updated----
I finally took the opportunity now that the new article system is up and running to make edits to the article.
I added a whole new paragraph to the 'prop_physics' section, and I completely re-did the 'open Z-axis' part under the 'layouts techniques' page so that it should make more sense and have much more meaning.

I took into account you guys' suggestions so be sure to look for the updated info!
Posted by Riven on Sun Jan 3rd 2010 at 7:59am
[Author]

aaron_da_killa said:
Also I couldn't understand what you were trying to say in the open z-axis section. :scared:
Heh, re-reading it with an outsider's perspective now, I can see the confusion. I seem to start off strong and then quickly disintegrate without even properly wrapping-up that particular section. I'll edit it to be sure and make it a bit more clear and perhaps add some more info. -Thanks for pointing that out!
haymaker said:
Sure, it is possible to build a kitchen with throwable pots and cans etc, but that is terrible gameplay. If an author really feels he must illustrate such a place, I would urge that anything under 32units be prop_static and non-solid. There's plenty of instances where players just get stuck on stupid junk, and it's an avoidable frustration. I frakkin HATE those keyboards and buckets and stuff in the Valve maps. By converting to _static you can place proper clips to allow smooth movement and also fade these things out quickly ( if they are placed in cubbies etc ) to allow the server to attempt better hit registration, which is widely known to suck in Source.
Duly noted haymaker. I feel there should be some clarification also on some of the spawn flags that are common for both phys_ entities. Just because it's phys_mp doesn't mean the player can't pick it up; there are other settings to be checked for THAT to happen. However, what you stated about turning them into static props in fact can't be done for most of those keyboard, bucket, etc... models unless you could recompile them with their QC files. So, if say you turned off their collision with the player, and turned off their ability to be picked up, the only calculation the server would be performing on them would be anytime they hit another prop_phys(_mp). Otherwise, the server turns off their collision hull until they actually do come in contact with something that is allowed to hit them (via the flags). You can see this very clearly if "mat_fullbright 1" is turned on in a map. But yes, you are right for pointing that out, and I'll be sure to edit that info into the article. Thanks for pointing that out!

The fade property may be out of the scope for this article, but I could mention it nonetheless.

About the respawnable props: I honestly don't have much knowledge on the effects of _respawnable props, but it is probably worth mentioning; I'll do some more homework :D

Thanks again for the feedback guys.
Posted by haymaker on Sun Jan 3rd 2010 at 4:12am

Nice piece of homework here, very well done. A lot better than I could pull off so quickly :)

The main niggles I have with it is your approach to prop_phys and prop_mp, section 2, in saying large props should be _phys and small should be _multi... Technically this system will work as you have stated, but I would like to point out further refinement.

I have found in my many hours with hl2dm, at least, that props must serve a definite purpose or they are just wasting resources.

Sure, it is possible to build a kitchen with throwable pots and cans etc, but that is terrible gameplay. If an author really feels he must illustrate such a place, I would urge that anything under 32units be prop_static and non-solid. There's plenty of instances where players just get stuck on stupid junk, and it's an avoidable frustration. I frakkin HATE those keyboards and buckets and stuff in the Valve maps. By converting to _static you can place proper clips to allow smooth movement and also fade these things out quickly ( if they are placed in cubbies etc ) to allow the server to attempt better hit registration, which is widely known to suck in Source.

Also looking for simpler, more rectangular models for real physics interaction will result in better server performance, which will result in better gameplay. Along these lines it's also advisable to consider placing what you think is a good amount of physics props, and then taking a few out; too many of these things and you have a boring map.

I don't think the article touched on _respawnable either, but it's worth noting that these can cause bad server performance if they are carelessly integrated, especially the explosive ones.
Posted by larchy on Sat Jan 2nd 2010 at 12:35pm

I've added a preview system to the new article page. It's a bit different to the forum system because the parsing for articles is pretty complicated... there are a few issues and I've spent about 4 hours coding something that hopefully works ok.

It won't show images (because they don't get uploaded until the form is submitted, and there's no AJAX system in place for this bit), but will show placeholders for image tags.

Pagination is also... problematic.... so everything gets shown on one page. You can still see the article index and where each page starts/ends ok though.

I could get round the problems by temporarily shunting everything into the db, but that's not really ideal and brings it's own issues.

Anyway have a look and see if what's there is ok.

If your button is green, refresh your stylesheet.
Posted by Le Chief on Sat Jan 2nd 2010 at 12:52am

Pretty good tutorial man although the title is a bit confusing for me, I'm not really sure what "gameplay optimization" entails and it seems in the tutorial you were discussing good multiplayer level design from a gameplay and performance standpoint.

Also I couldn't understand what you were trying to say in the open z-axis section. :scared:
Posted by larchy on Fri Jan 1st 2010 at 6:08pm

There are some issues with the way articles work that means adding previews was quite troublesome if I did it the same way as forum posts.... however I think I've thought of quite a good way around it that I'll try and add over the weekend.
Posted by G4MER on Fri Jan 1st 2010 at 5:01pm

Then, I may have to write it up and send it to you.. because I don't have your admin abilities to make it easier and quicker. =) Thanks for the info.

Maybe we can get a preview option added later on. Would also be nice to update the old tuts on here.
Posted by Riven on Fri Jan 1st 2010 at 4:43pm
[Author]

This tutorial was done completely On-Site. I've thought about re-creating other tutorials from other sites and adding them to the SnarkPit, but I would want to do it under the account The SnarkPit because it's not an original tutorial. And I don't have access to that account anyway. But before bothering with that, sometimes I think about all the clean-up that needs to be done with the articles and downloads we already have. A lot of them are missing images, the HTML for other articles clutters everything up, and the games for the maps section still need banner images and descriptions (check the L4D2 banner and look for the info button to see what they could all have). It's a great feature larchy implemented, that I'd like to get around to filling-in.

Beyond that, It was not too difficult to write the tutorial on-site; It's like any other post with BBcode enabled. Although without the admin abilities, I couldn't find a way to preview my article before submitting it, I might had just missed it. But the way it works is, when you're done typing your new article, and you click 'submit,' It gets sent to the admin approval page where an admin has the opportunity to check the article's thoroughness and content and basically preview it before it get's posted on the main site for everyone to see. If it's approved, it goes on with any changes the admin might had made; if it get's denied, a few notes could be written about it, but then it is sent back to the author for revisions and re-submittal. Now, remember, there is no way for the author to preview his work before it get's submitted to the main site, and even when it does get approved, there is no way to edit it (as the author) after it's been posted. The admin check/revision period can go on for as long as the admin deems necessary.

So, It's a nice system that works, but I'll propose a few suggestions in the feedback thread having now had first-hand experience with it.

If it weren't for my admin abilities, it would have take a bit longer to get this posted in the condition that it is.
Posted by G4MER on Fri Jan 1st 2010 at 2:40pm

Hey Gwil.. good to see you.

Hey Riven, did you do that tut on site or off and then just transfer it.. I want to do that adding player spawns without decompile tut... and want it to look as nice and professional as yours. We may also need to add the program in the tools here to be downloaded. Help.. =)