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Anatomy of a Combat Zone
 
 
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Features
  Anatomy of a Combat Zone
by Josh Bridge
13 comments
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July 15, 2009 Article Start Previous Page 2 of 4 Next
 

Is It Obvious?

Giving the player multiple choices and paths within a Combat Zone lends to openness and freedom. But, all is for not if the player can't see it. Avoid trying to hide alternate routes and options; everything should be obvious!

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Sell the player on the paths by:

  • Face the player: Show the player their options as soon as possible. Guiding the player with a more restrictive path at the entrance to a combat zone increases the odds that they will be facing the right direction.

    Note: the paths don't necessarily need to be restricted with immovable static mesh. Players can be guided with hazards of moveable objects to encourage the direction they should move. Some players will ignore this and push forward, but the majority will follow and avoid trying to push through.
  • Metrics: be consistent with path widths and angles. Narrow and steep approaches look uninviting and are not obvious.
  • Lighting/FX: 'god rays' or glowing fireflies that highlight a tunnel or ladder.
  • Pawns: spawn some non-lethal pawns to attract the player's attention.

No More Tubes!

Most common, and easiest to produce are flat layouts with odd pieces of cover. These are possibly okay as an early training level, but boring and "been there" through the course of the entire game. The challenge is to create layouts that offer a variety of angles and directions for the player to shoot from and take advantage of the fact that the world is 3D.

Cover

Cover is a key component of a shooter for obvious reasons. But, before you dismiss it as something that just 'happens' when the level is decorated, be sure that you understand what types and how placement directly affects the player's experience.

Fiction and Story - Unorthodox Cover

F@#$#!!@G CRATES!?!?!?

Repeating crates are a great indication that the team has run out of ideas. They work if the fiction supports it (a crate warehouse!), but should be avoided. Great cover ideally doesn't stand out and yell:

"Hey, look at me! I am the token cover object for the battle that is about to start as soon as you hit that invisible trigger!"

By using the same looking, sized, and shaped cover objects throughout a level the player starts to see the game and not the world. The player can see the Combat Zone coming. This is especially nasty when the cover objects don't really match the fiction of the area... like crates in the jungle.

Everything has to make sense. When designing a Combat Zone, it is critical to use the fiction of the area to inspire what objects will be placed on the play floor, and how they can be used as cover. This needs to be a part of your napkin sketch plan, as it is symbiotic to the environment your level is within.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Glenn Storm
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This is a very tidy breakdown of the basic elements and implementation of combat design. I think you've succeeded at defining the terms and posing some good guidelines. Nice article, Josh!

Kevin Maloney
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"Is it possible to design a Combat Zone that starts off as freeform, and then becomes defined -- and vice versa? The switch could be an exciting component and make for a memorable battle."

This is why TF2 Payload maps are so compelling. Over a round the combat will shift from free form to defined.

Hélder Gomes Filho
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TF2 Payload indeed is awesome... It is a huge combat zone with cover all around it, and the moving objective itself was cover (or you don't ever saw someone pushing the bomb and crounching at its side?)

Daniel Windfeld
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Great article - really great breakdown of core ingredience! Good list to run through after an initial design. Good point in predictable combat zones *cough*GoW2*cough* - it's an immersion killer. The ability to 'hide' your battlefields can't be stressed enough.

Keep it up :)
/Windfeld

Brad Kavanagh
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"Can everything fit through the doorways?"

That made me think of Resistance; play the first level and look at the massive crates inside the houses... that a) don't make any sense being there in the first place and b) have no way of getting inside!

I might be the minority that notices these sort of things, but I think it subliminally effects oblivious players as they are working through the game.

If I had to think of one example, I'd say Drake's Fortune had extremely obvious combat zones. You'd turn a corner, look at a clearing with waist-high walls everywhere, and just know something was going to happen. That, and the exploding barrels everywhere...

Daniel, I totally agree; hide your gameplay!

Rob Storm
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Day of Defeat has probably the best level design I have seen in terms of a competitive game. It fulfills this article's core steps and then some. I could go on for hours about that game's level design. If you haven't played it please please do.

Philipp Horwath
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Great Article, i liked it very much. Time to start own thoughts about it.

Josh Bridge
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Thanks for the feedback. Some great points raised with some comments below:

@Kevin and Hélder
Payload is great! I would love to see that concept in a single player scenario as well.

@Daniel
I have seen the biggest wins with hiding gameplay when environment artists are brought into the grey block process early. The ability to develop believable level architecture is a different skill than developing a fun Combat Zone. Some level designers are great at it, while others tend to create fun spaces that make an artist's head explode when they think of how will they make the abstract space believable. More recently, the role of Level Architect is becoming more commonly accepted; a hybrid role that mixes an eye for gameplay as well as world modeling.

Obviously if it is a more realistic setting, photo reference or on sight research is critical for sparking ideas on how to leverage the existing environment for gameplay. Hopefully the level isn't based in a crate factory though;)

@Brad
Sometimes the 'functional design' of areas simply slips through the cracks. Level designers and world artists are on the hook for ensuring the space is believable. This is ultimately overcome with strong reference/research and planning up front. Since most Level Designers likely have not built an actual military base, nor would they be contracted to do so for their government, we need to learn from what these real world experts have already built. Though, since lots of games are based in a fantasy world, developing how a space factory functions isn't easy. Using real world reference is still critical to start with before moving into how it fits within the fiction for the game.

@Rob
Thanks for the head's up on DoD. Been looking at it more closely, and it seems really well though out. I will give it a whirl some more...hadn't had a chance to really sit down with it.


Erik Moser
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As a small note, your level diagram immediately reminded me of the Warehouse map in the original Counter-Strike mod. With terrorists defending a primary large warehouse, there were three entrances: a large open doorway with clear lanes of fire inside and outside, a small ground-level door immediately facing a large wall, and a rooftop entrance through penetrable vents into a second-story office.

Whether by luck of design, the map fits well into your criteria; though it is a case where the Combat Zone is pretty much the entire level, and it's a little more excusable to have crates around when you're in a warehouse.

Interesting article.

Luis Guimarães
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@Erik Moser

That map is CS_Assault, good description. Plus, CS isn't a really cover based game, the in the killzone can easy kill the player in covers, specially in that map, you can shoot through most obstacles, crates and walls.

Erik Moser
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@Luis

For the life of me, I couldn't remember the name of the map. Thank you. You're right that CS isn't cover-based by definition, but I think the playing dynamic of having finite health is similar to a cover-based shooter. Even though the objects are penetrable, they do offer protection; and with limited health and aim penalties for movement, you would still stick and move (if not pop and shot). Sorry for mixing catchphrases.

John Mawhorter
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While I think this article is pretty basic, it does a good job summing up what is needed in encounter design for singleplayer FPS/TPS. With multiplayer levels you have to worry about all sorts of things like timing and balance that are trickier to handle. I would also recommend Day of Defeat (original especially) as a game with really good level design that gives a lot of different tactical routes to each of the different classes.

Christian Philippe Guay
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Thx for the good article.
However, I would love to read more about team-based strategies.


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