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Combat Encounter Design

  • Bombraker
  • March 4, 2015 at 6:58 PM
  • Bombraker
    • March 4, 2015 at 6:58 PM
    • #1

    Hey MapCore humans,


    I'm currently working on a single player map for HL2:EP2. The reason is because I am currently specialising in level design and I want to learn the design process of combat encounters; how they tick, what makes them work, how to make them challenging and fun (basically all the pillars for this part of level design).

    So my question: Are there any resources (articles, videos, talks etc.) that you would recommend me? I would like to learn a much as there is to be learned on this subject! (Tips are most welcome!)

    The resources I have been using so far:


    • Anatomy of a combat zone by Josh Bridge: http://www.gamasutra.com/view/feature/1…combat_zone.php
    • Designing Action (2008): https://www.youtube.com/watch?v=kBAl0CysTiU#t=1563
    • Level Design for Games by Phil Co
    • Game Level Design by Ed Byrne
  • Klems
    • March 4, 2015 at 8:57 PM
    • #2

    Combats is only a fraction of what makes HL2 a great game. Both of the links you posted is about cover-based shooters, which HL2 isn't.

    I'm not saying you can't make this work, but I think it's a bit counter-productive to focus on combats in an HL2 map.

    Must see if you're making an HL2 map

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  • Bombraker
    • March 4, 2015 at 10:03 PM
    • #3

    I believe indeed that these sources are not the best, hence the reason I'm looking for better ones. However, there is definite knowledge to be found in them. I'm completely new to single player combat, and am just trying to figure out how to create interesting encounters with the same (limited) assets. Any tip are more than welcome!

    I've seen that video a couple of times ^^ thanks for sharing!

  • skusmet
    • March 4, 2015 at 11:44 PM
    • #4

    I would highly suggest playing through a big chunk of the Half Life series to get a feel for the combat and the encounters, assuming you haven't already.

  • spence
    • March 5, 2015 at 12:14 AM
    • #5

    Agreed, a good way to learn is to play the games a lot (and then play some other, different games to get a good feel for how they design their encounters, in contrast). It won't necessarily give you a formulaic guide to creating your own encounters but it is a really good way to figure out which sorts of combat in games you find 'fun', and then from there you can start to pick it apart - Why are these NPCs placed here instead of over there? Why is the environment constructed this way?

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