One of the rooms where the third dimension is well used in the Museum map (Splinter Cell – Pandora Tomorrow and Chaos Theory) Objects to enable players to hide, but also to use these surfaces to They can move vertically by using the stairs, climbing Players have several partially overlapping circulation levels at This medium sized room perfectly illustrates how a very rich gameplay,īased on movement and dissimulation, can be created by applying this The example below is taken from the Museum map, available in both Splinter Cell – Pandora Tomorrow and Chaos Theory. Your maps and give the players reasons to use the volume of the map and Use and exploit the vertical dimension in What are the level design rules that I recommend to respond to this challenge?įirst recommendation, and probably the most important, is to put the Let’s begin by the durability of the map. This need is obvious, but its rules are difficult to define. Is one of the main difficulties a new player is confronted with. It must provide continuous tactical challenge.
A good level design for a multiplayer map should respond to three challenges:Ī map should withstand thousands of game sessions without letting