Game Development Reference
there are multiple heights to a building or terrain they will expect
to be able to get to these heights that could be used as resting
or attacking positions.
Ensure that your map has multiple vantage points where the player can
hide or use as an attacking position. Some might be in better locations
than others and will provide players with choice and variety in the way
they choose to approach the game play.
If you are designing for a multiplayer environment, then multiple
vantage points will ensure that play does not become predictable and
ultimately boring. In the original Halo multiplayer mode, there is one
map in which players can teleport between two spacecraft and shoot
at each other across the void. There is a nice little nook off to the side
of one of the ships with a cloaking shield in it. The same location looks
out across the void and is also perfect for using the sniper rifle on your
opponent when they are on the other ship. The cloaking field only
starts a short time, and therefore it is wise to stand near the cloaking
shield until your opponent comes into view on the other ship, pick up
the cloak, and start shooting. As you cannot move and use the zoom
on the sniper rifle at the same time, having played the map a few times,
this strategy fails as your opponent knows where you are shooting from
even when he can't see you.
It is unavoidable that players will eventually explore and use up all the
vantage points in a multiplayer map; however, the more variety provided,
the longer the game play potential.
Map and level design are challenging for even the seasoned game
developer and there are many topics devoted to the topic. If you are
interested in reading up on game and level design, start by reading some
topics dedicated to the subject, such as Fundamentals of Game Design ,
2nd edition, by Ernest Adams.
Terrains are meshes that make up the ground in an outdoor scene. They
usually undulate in height and sport a variety of surface textures to make
them look like a real outdoor desert, mountain, and even alien world
scenes. The more detailed a terrain, the more polygons from which it will
be made as additional vertices are required to give them a real-world
smooth appearance. Because large elaborate terrains require a lot
of processing, numerous tricks are employed to make the terrain
look more detailed.
While there are many available tools for creating terrains, making them look
real can be quite a challenge. The best examples come from nature.