FPS Flash games Multiplayer
What is not Fun in Multiplayer
Incredibly long view distances
This was covered a bit in the “cover” section, but it is important to break up long views with cover. Failing to do so reduces the importance of skillful close combat and increases the importance of “fire and forget” splash weapons and long distance sniper weapons. It also makes large open areas less useful as good “risk/reward” areas.
The ability for players to choose their own routes, lines, and flows is essential to good multiplayer gameplay. Extreme linearity is a barrier to this and should be avoided except in the case that you want to present a “risk/reward” scenario.
Unassailable ambush spots / sniping positions
Sniping and ambushing people is a lot of fun. However, being on the receiving end of either of these things is not fun at all – especially if you can’t stop it from happening. To that end, sniper and ambush positions should be carefully placed and balanced. Any unassailable position should either be opened up or removed from a good multiplayer map.
While secret areas are fun to find in single player, every attempt should be made in a multiplayer game to remove intimate map knowledge as a major determining factor for victory. Secret areas, especially those with very potent powerups or weapons, encourage intimate map knowledge or hiding to the detriment of skillful combat.
Does it need to be symmetrical?
Objective-based modes, such as Capture the Flag, are usually well-served by symmetrical maps. It’s very difficult to balance non-symmetrical objective-based maps, but it’s definitely possible.
What kind of level is it? Natural, alien, man-made? Is it a city? What kind of assets will you be using to make it?
By establishing this early on, before you do your first maps or blockouts, you can get a head start on what basic shapes you’ll want to use to construct your map. While it’s tempting to jump right into construction or mapping, I’ve seen plenty of maps get ruined because not enough thought went into this part of the process.
Does it need to support multiple modes or game sizes?
In Resistance: Fall of Man, most of our maps were constructed to take advantage of different player counts and game modes. Because we had to balance these maps for so many different variables, we made a lot of choices to ease in the balance process. That’s why most of the resizable maps were symmetrical, for example.
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