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  Feature: Multiplayer Level Design In-Depth, Part 2
by Brandon Boyer [PC, Console/PC]
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November 8, 2006
 
Feature: Multiplayer Level Design In-Depth, Part 2

In the latest part of his ongoing technical feature series on multiplayer level design, lead multiplayer designer Pascal Luban (Splinter Cell: Pandora Tomorrow, Splinter Cell: Chaos Theory) suggests how to remedy many of the problems and constraints he expounded upon in his first feature, with specific references to the levels he has designed.

"A good level design for a multiplayer map should respond to three challenges," says Lubin in his intro:

"* Durability. A map should withstand thousands of game sessions without letting players feel bored. It must provide continuous tactical challenge.

* Accessibility. Navigation in a map should be clear. Remember that complex map design is one of the main difficulties a new player is confronted with.

* Entertainment. This need is obvious, but its rules are difficult to define."


Lubin then breaks down each of the constituent challenges further down into their own parts, and provides concrete examples from Splinter Cell maps to illustrate how best to respond to each challenge.

You can now read the full Gamasutra column on the subject, with more on how to design your own durable, easily navigable, and entertaining multiplayer maps (no registration required, please feel free to link to this column from external websites).
 
   
 
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