Article / 11 November 2023

Game Environment Art theory. MULTI-PLAYER MAP


As you're probably aware, the foundation of any engaging competition lies in the principle of a balanced and fair game. When one side is placed at a disadvantage from the start, it eliminates the possibility of a genuinely fair competition. Now, consider this: which competition do you believe would be more captivating and thrilling? The one where the outcome is easily predictable due to the unequal footing of the participants, or the one where all competitors have an equal chance to emerge victorious?

That is why chess players start a match with the same set of pieces, cyclists compete against each other for time, overcoming the same distances, and in professional boxing there is a division into weight categories.

So when it comes to multiplayer games, achieving balanced gameplay is essential. This not only influences the visual aspects of the game environment but also imposes specific limitations on the structure of the levels.

So now let’s delve into the multiplayer aspects of level design, focusing on how they directly contribute to creating a fair and comfortable competitive environment that upholds the principles of fair play.


WHAT ARE THE MAIN POINTS?

READABILITY

Perhaps one of the most important conditions for a fair virtual fight is ensuring good readability of the character in the environment. Because the extra second spent on the search for an opponent who merges with the environment puts us in an obviously losing position. This condition is especially vital in games where the player's success depends on his speed and reaction. In fact, it is not so difficult to increase the readability of the character without using additional interface elements. It is enough to remember that the player's model should always contrast with the environment.

Some tricks here:

  • make the color of the environment textures deliberately less saturated in relation to the models of the game’s characters.
  • contrasting the characters' dark clothing with the light surfaces of the environment.
  • use of atmospheric effects. A light haze can make silhouettes more visible.
Left 4 Dead © 2008, Valve

Call of Duty: Advanced Warfare © 2014, Sledgehammer Games

LESS DETAILS

Another critical factor affecting the fairness of the match is excessive detailing of the environment. Cluttering the scene with details creates unnecessary visual noise, which makes the player constantly nervous in search of an enemy that blends into the background.

Unreal Tournament © 2015, Epic Games

LIGHTING

Its lighting and weather effects have a big influence on the popularity of the multiplayer level. According to statistics, the most famous battle arenas are always very well lit and can boast of good sunny weather.

In dark locations, the problem of poor visibility of characters becomes inevitable. In competitive multiplayer, where good legibility of characters is a decisive factor in a match, dark lighting only causes additional stress and discomfort. That is why light levels with warm palettes are traditionally more popular than dark ones. However, nighttime can still be used in multiplayer mode. The main thing is not to forget that the playing space should be very well lit.

Overwatch © 2016, Blizzard


PAPERMAP? AGAIN?

SIMPLICITY

The popularity of a multiplayer level is also influenced by its layout simplicity. It's best to steer clear of complex mazes. The layout should be straightforward, easy to remember, and avoid excessive alternative routes or hiding spots. Too many options can reduce the fun and make players uneasy. A clear and simple environment with two or three main paths is ample for an engaging game.


SPEED

In multiplayer battles, players find it frustrating to get stuck in the level's geometry, hindering their ability to confront enemies effectively. Imagine the situation - a grenade flies into the room and you want to quickly leave the room through the doorway. At the last moment, you cling sideways to some ledge in the wall. As a result, your speed is significantly reduced, which prevents you from escaping from the affected area.

In order to avoid such situations, you who creating the level should pay special attention to smoothing the physical shell of the level, the quality of which directly affects the fairness of the duel. Also do not forget about the physical obstacles in the way of the player. Movement along the level should be as smooth as possible, without unnecessary need to stop.

Counter-Strike: Global Offensive © 2012, Valve

SPACE

For a captivating multiplayer level, it's crucial that the playing space matches the number of players and allows for smooth movement.

In high-action zones, there should be ample room for multiple players, ensuring they have space to maneuver comfortably whether they're alone or in a group.


Example shemes

Circle

The “Circle” layout is ideal for creating meaty gameplay that is designed for constant movement and unpredictable action.

The basic rules of the “Circle” are a circulation of players based on the principle of searching for each other, as well as a battle for points of interest that provide any advantages. Players start at fixed starting positions, but if necessary, respawn close to their teammates.

From a planning level point of view, it is a main route that forms a circle, as well as several additional paths connecting it along a diameter. This layout is ideal for duels and team fights, where the main goal is to collect as many points as possible to destroy the enemy.

Wasteland | Call of Duty: Modern Warfare 2 © 2009, Infinity Ward  
Sawmill | Team Fortress 2 © 2007, Valve


Eight

The “Eight” scheme is a logical continuation of the “Circle”. Circulating through the level, the opposing sides necessarily meet at the intersection point of two circles, which allows you to create interesting game situations, the resolution of which depends on the coordinated actions of the entire team.

That is why the scheme in the form of the number “8” is ideal for tactical team play, the goal of which is not just the physical destruction of the enemy, but the fulfillment of certain conditions (capture the flag, plant a bomb, remove hostages).

Also the figure “Eight” may well have two points of intersection of the circles. Connecting an additional “Circle” to the “Eight” will allow you to diversify the layout by adding a third intersection point of the main routes. This option is quite universal and is well suited both for team fights with a constant circulation of players, and for scenario modes with breaking through collision points. By adding the Circle to the Eight, we get an additional point of contact between the two teams, which makes the gameplay even deeper and more varied.

Layouts of Dust 2 and Aztec maps | Counter-Strike: Global Offensive © 2012, Valve


Tug-of-war

This scheme is great for tug-of-war style game modes, where two teams compete to capture all the special zones (control points) in a level. The last capture point is usually located next to the enemy base, which makes it practically impregnable for the attacking side. As a result, the victory is won by the team that managed to capture all the control points on the map and block the enemy at his base.

In terms of layout, “tug of war” is an elongated linear S-shaped location with one main route passing through all control points. If desired, each special zone can be represented as a small arena based on the “Circle” or “Figure Eight” schemes.

Layouts of Operation Locker map | Battlefield 4 © 2013, DICE


Word about balance

Symmetrical Layouts

Symmetry is when two sections of a level are facing each other and are exactly the same. One half of the map is a mirror image of the second half. This is the easiest way to balance a multiplayer level with fixed player display points. 

Symmetrical layouts are very common in multiplayer maps, mostly Capture the Flag. Symmetrical maps tend to be very balanced for each team and it is easy for a new player to learn the map’s layout. These maps are also simpler to create than asymmetrical layouts, since all you have to do is create once half of the layout and mirror to the other side.

The main downside of symmetrical maps is they are not realistic. Usually there aren’t any real world location layouts that are an exact mirror image of themselves. Also outside of Capture the Flag gametype, symmetrical layouts are not ideal for other gametypes such as defusal, demolition, domination or rescue. Besides the difficult part in it is making each half of the map stand out and be different from the other. This often requires having a visual theme for each side of the map. Hot vs cold, wood vs metal or day vs night etc.

Some tricks here: 
• Visual theme for each side (day/night, cold/hot, sci-fi/primitive, complimentary color scheme of each base such as orange/blue etc.) 
• Focal point for each side of the layout so the player recognizes where they are within the map quickly 
• Change the layout enough to reduce the perception of the mirrored layout, while maintaining advantages that symmetrical layouts provides

Layout of Turbine map | Team Fortress 2 © 2007, Valve


Asymmetrical Layouts 

Asymmetrical layouts are unique and lack any symmetry. No section of the map mirrors the other. 

You will find asymmetrical layouts in majority of multiplayer maps but they are also more challenging to pull off due to balancing issues for each team. 

Most Defusal, Onslaught, Rescue, Assault etc. gametypes tend to be asymmetrical layouts. In single player, most levels are going to be asymmetrical but remember single player maps are more about story, experience and progression rather than gameplay balance.


Z-Axis (Height)

Z-axis is the height aspect of gameplay.

Maps designed on a flat surface can sometimes lack excitement. By incorporating height, players need to consider not only their immediate surroundings but also what lies above and below. This dynamic introduces strategic shifts and brings in extra tactical challenges.

Adding height options gives players more choices, discourages camping, and avoids dominance of a single area. However, it's essential to note that merely introducing a vertical dimension doesn't automatically solve these issues. The map requires consistent play-testing and refinement to address new areas of potential threat.

Unfortunetly, having height variations in the map comes with downsides. Players might become paranoid, constantly checking numerous spots during gameplay. It becomes easy to get shot from places you don't even see, making players more focused on checking every location than enjoying the game.

Example of top down layout with height variations

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Last Word

Equal opportunities to win, regardless of the chosen class or type of weapon, is another condition for a balanced multiplayer game.

Any level is capable of influencing the balance of power. A setting filled with narrow corridors might favor melee weapon users, while overly open terrain without cover could benefit snipers. Thus, It's essential for the level to strike a balance, ensuring all parties have equal opportunities to be effective on the battlefield.