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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 3 of 4 Next
 

Flank!

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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:

  • 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.
  • 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.
  • 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.
  • 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.

 
Article Start Previous Page 3 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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