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As with many of the articles and guides you'll find on this site, this one is a hyperfocused and concise distillation of what it means to design a level for players to experience - in this particular case, a competitive multiplayer level. Thomas Buijtenweg whips the reader past the important pillars of multiplayer level design, starting with the oldest game in the book and ending up at the fastest game in the book, at a pace equal to that of the Quake characters in his embedded videos.Seriously, it's fast, blink and you'll miss it speed - but it illustrates the cruciality of identifying and utilizing principles in your design process. The examples, distinctions, and explanations he provides are of enormous value to those willing to put them into practice - they illustrate exactly what a designer has to consider when building a level for competitive play. Give it a read. Give it two reads. Give it three. It's an excellent primer for newer designers, and an excellent reminder for those who've got years of experience under their belts. The full presentation is linked below.- icyhot
Excerpts
Read the full text here: https://sassybot.com/resources/presentations/Multiplayer-Level-Design.pdf Follow ThomasLinkedin: http://www.linkedin.com/pub/thomas-buijtenweg/64/389/20a