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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 4 of 4
 

Functional Design

Why is there a crate in the middle of the jungle?

Everything in the area needs to be justified and fit the fiction of the world. Research and gather reference to ground your design layouts. Take into account:

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  • Where in the overall world map is this area?
  • Is it old or new?
  • Why are these objects here?
  • Is there a waterway (stream/river/dried up river bed)
  • Was the area cleared or is it naturally dense?
  • Have the trees been cut down?
  • How do people get in and out of the area?

To re-enforce the suspension of disbelief, the layout should be believable. There are a few ways to help support this:

  • Functionality: As opposed to randomly placing objects and structures to serve the need for an effective Combat Zone, keep in mind that the layout has to technically be functional and ultimately believable. For example, if it is some sort of storage warehouse, then how do items get loaded and unloaded? Can everything fit through the doorways?
  • History: How long has this area existed? If it is old, does the layout reflect this (broken/disarray)? Thinking through the history of the layout helps to feed ideas about structures and their state. If it is an old area, could you just walk in through the front door? Is it overgrown? Is it broken? Maybe another way in through a collapsed part of a perimeter wall would fit better with the age of the layout.
  • Mini-story: Nothing breaks the illusion more than enemies that are mindlessly patrolling obvious loops or standing and idling (read: waiting to be killed). What is their role? What should they be doing when you enter the area? If they just arrived are they setting up camp and unloading? If they have been there for a while, what do they do to kill time?

The idea is to create a believable environment that simply isn't a random assembly of objects strictly serving the purpose of creating an effective Combat Zone.

Controlling The Challenge

Kill Zone on the move

As the player gets used to the concept of a Kill Zone, the game play still runs the risk of becoming stale if each Combat Zone feels as predictable and static as the last. This is especially true if the player is simply 'pop and shooting' from the sort of Defensive Zone throughout the course of the fight.

Designing Kill Zones that change angles and positions forces the player to find a new Defensive Zone. This helps to create the impression of a dynamic world along believably intelligent AI.

Ways that this can be achieved:

  • Stage alternate positions in which reinforcements enter the Combat Zone so that players are not mowing down enemies one after another from the same angle.
  • Note that this should be an event that this presented to the player.
  • Destructible element changes the playfield; great if it is a gameplay object that the player is aware of.
  • AI 'fallback' and 'charge'; the Kill Zone moving forward and back within the Combat Zone depending if the player is whittling their numbers down (AI fallback), or if there has been a standoff for sometime (AI charge)

Risk and reward

There is nothing wrong with letting the player feel empowered, even if it is for a short period of time. The hunted becoming the hunter for a short period of time armed to the teeth; not unlike Pac-Man eating a power pellet.

Within the layout, consider the placement of objects/items that would give the player a huge advantage in the battle. For example; an RPG with a few shots prominently displayed in the middle of the Kill Zone; the player can then choose to stay put and play it safe, or try risking his life sprint out and dive for the RPG.

Extending Gameplay

Last but most importantly of all is planning for ways to stage the Combat Zone in a way that they stand out from each other. The level designer is faced with the challenge of presenting the same gameplay that, end-to-end, maybe lasts less than 30 seconds -- over the course of a 10+ hour experience.

Even with the understanding of what is needed to support a fun and engaging combat experience, pushing further on adding variety to the core combat experience is needed to extend the experience.

Adding a Twist - Unique Staging

Consider the elements that make up the core mechanics and challenge the player on one or more. The player can:

  • See
  • Move
  • Shoot
  • Take cover
  • Hear
  • Get Hurt

By either giving the player a positive perk for one or a negative perk can help to create a memorable experience.

With that in mind a negative perk could be an area that is filled with thick smoke that limits the player's ability to see. Or having a stampede of massive dinosaurs creates areas that cause damage and slow the player's movement.

Positive perks also give the player a memorable twist to the combat experience. A moment where the player comes across a huge pile of explosives as they are suddenly attacked by a hoard of dinosaurs give the player the chance to blow up and gib till the heart's content.

Summing it All Up

It all starts with the Napkin Sketch; plan for these key elements early on.

Ask yourself: "What will players remember about this battle that is different than others?"

 
Article Start Previous Page 4 of 4
 
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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