GECCTT Level Design
Remember its for a squad battle not a DM FFA. Think as if you were making a CTF map with 4 or more teams.
Maps must have a theme. In GECCTT, which is attempting to have considerably more story than quake or most other FPS in its 'deathmatch', a theme for the map is even more important. Is the area a dedicated battlezone between the gangs, a huge mining system, a corporate area such as offices, showrooms, research or factories? Perhaps an area ruled by the LAW or hacker influences or where an alien incursion has ruined an area.
Make sure maps have recognisable features. Sure the hardcore gamers may know a map completely but newbies have to be able to know, "oh this is the big red staircase bit, that means the blue tunnels are over there." For example Kingpin maps are pretty but basically look the same everywhere.
Also helpful for teamplay. "Help me at the ..."
Sectionalise the map. eg blue sector, pipes level, near the mcDonalds sign etc
Make sure there is cover. The ability duck behind corners or crouch behind a low wall and pop up to shoot.
Maps need lots of trick move points, these add mobility and character to levels as well as giving the experts an extra way to show off.
eg ramp jumps, rocket jumps, jump pack, straf jumps, double jumps eg q2dm1 long jump
Many of these tricks may only be possible (at least for most) when not under fire etc Not constantly used.
eg Q2DM8 has a lot of tiny ramps at the edge of all wallways. These are excellent for ramp jumping, especially with the jump pack.
There will be competitions of peoples demos in gecctt maps doing cool stuff, eg ramp jumps, rocket jumps, kills with machines. The winners will be used in our intro videos etc. also entry adds to our player database.
environmental hazards. injuring but only deadly to an idiot.
Not instantly deadly (eg 100dam/s lava), this is annoying especially in GECCTT where life isn't as cheap as most FPS.
say two per arena map. part of the environment, eg factory pistons, cogs, fire vents.
can be used by skilled players as traps. in full game used as defensive features.
Respawn raping should be impossible. A good way around this is for characters to spawn into safe areas that can only be reached by spawning in. This was used in some Duke3D maps.
There should be multiple ways to reach anywhere. There should be no safe camping grounds for a lone person. It should take at least a small team to support static snipers or heavy gunners. Encourage movement.
Similarly there should be multiple ways out of most places. If you're outgunned it should be possible to dive into a vent and escape, or at least draw out the battle.
Don't underestimate sound in a level design, the appropriate use of sounds can make or break a level. The use of dripping water in a damp area and the buzzing of a generator in an area can add to the players experence as he runs around.
The success of levels such as q2dm1 and q2dm8 is due to the fact that they are fun fast maps, chuck a few players in and combat will happen at a constant rate. You never have to run far to find people, you can stand up the top of the level, look down and see 30% of the map, move through a few small rooms and you are out in the open again, in the distance you can see five or six other doors, another 30% of the level, in about 15 seconds you can look at around 90% of the level.
Levels should be built with realism in mind. Consider what an architect or civil engineer would think of the level design. Is it functional for its theme? Do you really need an incredibly thick stone column to hold up that wooden platform? Will that wall fall over or should it have some sort of bracing?
Structures must make sense for the environment they are in. Use your common sense, if you are building a level based around a pumping station you're not going to have ornate skylights everywhere and pink lighting. Think atmosphere. When you construct structures, think about their reason for being there, try and make the level realistic, don't use supports where supports are not needed. This last rule can be bent a little to add more atmosphere. For example if you want to have a building that had lots of huge vertical supports with lights between them make the building a bunker or safe house in the level. Dont be too realistic or you run the risk of having a boring level. Do a little research before you start the level, even if its only five mins. Consider the fact that most levels takes weeks to make even months sometimes, five mins reasearch will greatly improve your level. If you want to produce an oilrig type level, grab a book on oilrigs, trust me the level will be that much better. You don't have to go insane trying to copy the structure detail for detail, but get a general idea of what the structure is made of, its general shape and key rooms.
Proportion can add alot to a level, if you want to make the most of preportion use constrasts. For example if you want to have a huge pipe going up a wall, add a few little pipes to the base of the major pipe. The contrast in sizes will make the player truly appreciate the scale of the level.
Lighting is also a very important factor to consider, again this is again common sense, use the appropriate lighting for various areas and the level will feel alot more polished. If you want to add to the atmosphere of a level again use contrasts, bright lights located in indents in the walls projecting beams of light into an otherwise black room. The ominous black shadow cast by a huge building in a street for example.
Objective and Map objects
Must be able to be given priorities and positions. eg transport begins far from end
Hold Points. may be already owned or neutral to be taken.
-- may be destructable. may gain or lose points for destroying.
-- Switch times may vary. instant or May need to stay in contact for duration to take.
may not be able to take. only destroy.
Loot. Capture and run. Flags. Take and return to base.
-- flags, cash, info disks, keys, holy items etc
NPCs. May be carrying Loot.
-- Combative NPC. Attack AI.
-- Victim NPC Flee AI
-- Rescue NPC Follow AI.
Functions
Factory Feeds/Power supply. produce resources. metal, chem, cells etc.
Network nodes. give processing type
Coolant
Decompiler. turns items into resources/cash
Factories. Produce items and refined resources. May be programmed to a specific technology, may be flexible.
Weapon or other equipment laying around.
Start/end point of NPCs and loot.
Lights and Machinery
Defenses
Common Types
Gangs Home base.
-- Decompiler, ie cash for items. Can act as flexible factories. eg build items, ppl. start+end points for NPCs and loot
Factory Feed/Power Supply
-- Factory Territories. destroyable. spawn. produce resources. metal, chem, cells etc.
Factory
-- 2 min hold. destroyable.
Factory Control Center
-- 5 min hold. destroyable, tough. Requires feed, processor and factories. Boosts all production. ie it is worth it for someone to have it.
Faction Base. eg MediCorp, Cyber, Gun, LAW. will have own NPC guards and turret defenses.
-- Untakable. Destructable, high toughness. Start/end points for NPCs and loot. targets for attack/defense. can act as factory. maybe as decompiler and flex factory.
Chaos temple. Need to hold for 3 minutes then get special Weapon or other equipment. eg chaos sword
Opposing gang member set as Target. Assasinations etc.
Network nodes.
-- Give processing power you can redirect and use. control lights and machinery for area.
Coolant
Power supply.
-- Factory Territories. destroyable. spawn. produce resources: cells. control lights and machinery for area.
Not paying the 'Tax' on resources and factory production increases the chance a wandering monster Corp or Gang enforcer will enter.