Search the Community

Showing results for tags 'zi peters'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Design
    • Projects
    • Design Discussion
    • Tools & Tutorials
  • Off Topic
    • Games Discussion
    • General Discussion
    • Site Support & Feedback


  • Articles
  • NLD Originals
  • News
  • Projects


  • NLD Dev Blog

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 1 result

  1. In this Blog Post, Zi Peters discusses what he considers the basics of level design in First and Third Person Shooters: There are some considerable differences between single player and multiplayer level design. In a single player game you have a lot more control on how the player is manipulated, but with multiple human players you can’t as accurately foretell how they will act and react to each other. This is also the beauty of it all, as it generates a lot of tension and increases the excitement of the experience. Outsmarting another human opponent is far more rewarding that taking down AI. Single player levels are created with a limited amount of objectives in mind that once completed the player will then progress to the next level. The player may choose to replay this level on subsequent play through attempts, but even then the amount time spent playing it will still be fairly little. The amount of time to be spent by a player in a multiplayer level is to be quite extensive, meaning that there is the risk of boredom if the level doesn’t provide enough options. Also the time spent in these levels means that any faults or weaknesses of the map will be discovered and exploited, leading to unbalance. From here, Zi goes on to cover the following aspects of level design in some detail: Process - What should you focus on? Core Mechanics - Leverage the unique mechanics of the game you're designing for Player Tactics - Accommodating various playstyles Game Modes - What are you designing for? High Concept - A big idea Size - Why size matters Layout - Balancing complexity Flow - Layering flow patterns Choke Point - Where and when Combat Areas - limiting predictability Navigation - Landmarks Weapons/Items - Ideal locations Balance - Crafting fairness Terrain/Architechture - Building variety and verticality Navigation - Visual distinction Playtesting - Identifying problems Summary The desired achievement of a multiplayer map is: Durability to still remain fun even after countless hours of play Accessibility through clear navigation of the map Allow players to get into the action quickly Provide options for countering the enemies position Design around the core mechanics of the game Allow for variable tactics to lead to success Support multiple modes of play Minimise the advantage of players who know the maps well Read the complete article to find out how to achieve these goals - Do you agree with the goals Zi has listed? What other goals do you set for your levels?