The lights are on
Veteran Member - Level 12
I want everyone that is reading this blog to do me a favor
before continuing. It will only take a
moment, promise. I want everyone that is
reading this to take their favorite multiplayer FPS game and boot up the online
mode on it. Now then when you do that
just find a game, doesn't matter what mode, or what map. Now then I want you to play, and as you play
I want you to count the number of times that you see a multi-leveled structure.
You see my guess is that it's less than 5.
And if we're looking for 3 levels
I'm guessing that drops to 0. Especially you don't count the isolated
buildings off to the edges of the map, instead only counting the ones that
actually play a significant part in the map.
I'm not talking about the CoD style either where if you get
the high ground then you're good and you can just sit there. I'm talking maps that have multiple paths on
the different levels that allow you to move around the map with ease so that
you don't have to worry about camping at a bottleneck hoping for the enemy to come
Anymore it seems like map designers have forgotten this, and
in no case has it ever been more apparent than in the changes between Killzone
2 and Killzone 3.
Above: Picture of KZ2 map Salamun Market
Below: Picture of KZ3 map Pyrhuss Crater
For anyone that hasn't played either, let me say this. Killzone 2 had probably the best map design
of any game that is out now. Every map
that was in the game (even if there were only 8 to start out with) was thought
out, and designed with purpose. Every
map offered many routes to get from one end of the map to the other, making it
so that unless the enemy pushed you all the way back to your base it was
impossible to get clogged up while traversing the map. The maps felt small, but there was a lot to
them because instead of funneling you on just the ground level nearly all of
them made you traverse at least 2 floors to get anywhere. Even their smallest maps had multiple levels
which meant that gunfights could happen anywhere on any map, from the backmost
corners, to the middle of the map, and you always had to be on your toes.
And then they killed it.
They took the great design that they had in 2 and did away with it
entirely. Making all the maps feel like
they were on the Great Plains rather than in cities and junkyards and other
interesting environments. It's as though
they took a giant stamp to the wax that was their old maps.
The unfortunate part is that they're not the only ones to do
this. Treyarch has always been good
about mixing up the vertical gameplay of their maps in Call of Duty, but then
you play Infinity Ward's maps and they feel like large open plains
comparatively. There is very little
intricacy in IW's maps. Most are as
simple as you can get. Thankfully
Treyarch didn't follow suit, because that is the strongest part of the
game. Even playing games like domination
you never feel trapped in an area. There
is always a way out. And that shows good
The thing is that developers need to realize that there
really is no such thing as too intricate for maps. In fact intricacy is the best part of any
multiplayer experience. Finding all the
small nuances of each map that you play just makes the experiences feel better
every time you play, and can really add replay value to the game as a
So this is my plea to developers and the people that make
maps for multiplayer anymore. Please
don't simplify it for us. Make it
difficult, make it intricate, but most of all, make it fun.
Also as a reminder, if you liked this blog and would like to get updates on when new ones come out, as well as my thoughts about other things game related (or just want me to follow you back) you can follow me on twitter @loupinconnu