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Flank!
Players want to feel like a big badass that
can outsmart the "stupid game". Giving the player the ability to
outsmart AI by flanking the Kill Zone and Defensive Cover is key. Plan for ways
that the player can get the perk of feeling like a hero that outsmarted the
enemy.
The image above indicates a few ways a
player could approach flanking the enemy within the example layout.
Relation
to Difficulty
Cover is critical to controlling the
difficulty of a Combat Zone. Taking into account the level Intensity and
Difficulty Beats, your Combat Zone should reflect this.
Control cover difficulty by taking the
following into account:
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Amount: More cover means more protection
from enemy fire and more opportunities to sneak around and pop an enemy. Less
results in a larger and more deadly Kill Zone that ups the challenge.
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Spacing: Player speed is key to
spacing, so ensure that you are well versed in our metrics. Cover that is
spaced further than the player can sprint makes for a risky run through the
Kill Zone. Cover that allows the player to connect jumps facilitates a layered
Ninja path.
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Size and Height: Big and
wide offers ample cover while a narrow tree exposes the player to multiple
lines of fire. Forcing the player to crouch behind a stump is tough than just
running and standing behind a wall.
-
Density: A cluster of small trees
breaks sight lines, but not shots fired.
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Temporary: Destructible cover leads to
no cover and exposes the player to the Kill Zone.
Leverage the above intelligently following
your Intensity and Difficulty Beats, so that your Combat Zones challenge the
player in a variety of deliberate ways.
Layering
and Verticality
Layering refers to having multiple layers of
game play surfaces stacked on top of each other. Layered Combat Zones are
critical to supporting the above mentioned play styles. Layers need to be
planned in your Napkin Sketch as the environment needs to justify it. Catwalks
in the jungle, anyone?
The image below is an example of layered
Combat Zone.
Verticality refers to a Combat Zone that is
built vertically vs. horizontally. The
challenge is focused on moving through the space vertically with lots of
emphasis on climbing/jumping, which makes for a challenge that is focused on
traversing a space. Couple that with combat, and it dramatically increases the
difficulty.
Combat
Zone Layouts
There are two main types of Combat Zone
layouts; those that feature explicit bottlenecks, referred to as Choke Points,
in which the player has to cross and overcome a deadly Kill Zone which I refer
to as "defined". Note the
image below; it features a few paths that all choke at the same point.
The second layout type is referred to as
"freeform", where the choke point isn't explicit. The resulting
experience is more "loose" as the Kill Zone could come together at
various areas within the Combat Zone depending the player's approach.
Switching
it up
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.
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This is why TF2 Payload maps are so compelling. Over a round the combat will shift from free form to defined.
Keep it up :)
/Windfeld
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!
@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.
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.
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.
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.
However, I would love to read more about team-based strategies.