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Deathy reacted to Radu for an article, 2018: Mapcore's Year in Review
Keeping with tradition, I'd say it's about time we took a look at what our community has achieved throughout the year. If last time I was saying how 2017 was a year of immense growth, then 2018 was surely one of significant change. And it hasn't been without its troubles and anxious moments. No change ever is, but I believe it to be for the best. We've seen some of our friends become parents, change work fields or get their first job in the industry. We've even seen a few pursue their dream projects. And for that, we have to applaud them. It takes courage to keep moving forward and to realise when it's time for something new. In the meantime, I hope this article inspires you and I wish everyone
good luck!
2018: Mapcore's Year in Review
SteamVR - Gulping Goat Space Farm
by @Steve, @marnamai, @The Horse Strangler, @Sersch and others at Scraggy Rascal Studios
produced in collaboration with Valve
"Scraggy Rascal has been working with Valve to create all new SteamVR content, we've been given a lot of liberty to create these locations. Our goal was to create interesting and fun locations for the player to explore. These projects, over the last couple months, have been a crash course in Source 2,VR, project management, delivering within deadlines, working together as a team and personal growth. It has been an invaluable experience and great opportunity ... and we're just getting started!" - marnamai
Darksiders III - Art
by @The Horse Strangler and others at Gunfire Games
"Probably one of the biggest challenges the artists and designers faced on Darksiders 3 was working with both a platforming and fully connected streamed world. This meant that everything exists all the time. While we streamed levels in and out, areas couldn't intersect and we couldn't do the classic "Small exterior, big interior" swap. This was especially challenging because of how much verticality our design must support. We had a few "vistas", but for the most part every aspect of the level was accessible. If you can see it, you will likely be able to get there, jump on it, fight around it, etc. Fury, the main playable character can double jump, swing, float, glide and even rocket jump over 10 meters high. Personally for me it completely changed how I looked at art filling up a space. Every single mesh we placed impacted design. Art was design, and design was art." - The Horse Strangler
Europa
by @[HP]
"Europa is a relaxing narrative experience. The goal with this game is to offer just enough challenge that its rewarding to get from one area to the other for more than just the visuals by using environmental hazards, platforming sequences and light puzzles that you can beat by exploring.The game is split into linear sections and wider areas, that's at the core of the game and as you play, you keep improving your characters moving ability, which will further exploration and give you the ability to solve newer light puzzles. There's none of the typical character upgrading systems, rather, the levels will offer the incremental challenges and the sense of progression. Europa's main focus lies in environmental storytelling and immersing the player in it's universe with passive storytelling, evoking awe and bliss with colorful watercolor-like art and music." - Helder Pinto
Counter-Strike: Global Offensive - Turnpike
by @Squad
"For a while the "Highway Restaurant" theme has been sitting in my little Concepts.txt file. When the Wingman Contest was announced, it felt like the perfect opportunity to turn this idea into a map, as its relatively small size would be fitting for the Wingman gamemode. The casual nature of Wingman made me add some elements that I would not normally add to, let's say, a Defusal map, like the TF2-esque team color coding (albeit subtle), the moving vehicles and the silly bomb target. Additionally, since the playable space is (almost) completely indoors, making it nighttime felt right, as it both emphasizes the interiors and makes for an atmospheric blorange background." - Squad
Dying Light - A New Hope
by @will2k
"A full-fledged custom single player campaign that ties in to the original story of the main game. It will see the main protagonist, Kyle Crane,leaving the City for the countryside to search for a specific elusive medicinal herb and bring it back to Dr. Camden who believes it could be the cure to the Harran Virus. This campaign is a one man show as I’m doing everything myself: level design, environment art/detailing, story creation, scripting/quest creation, custom dialog, custom audio, custom materials/textures, custom foliage systems, custom brushes for terrain painting/sculpting, lighting, manual nav mesh tuning, scripted NPCs…" - will2k
Prodeus
by @General Vivi and Michael Voeller
"Prodeus is the first person shooter of old, re-imagined using modern rendering techniques. Oh, and tons of blood, gore, and secrets. Creating Prodeus has meant a lot to us over the last year. It feels great to finally be doing something for ourselves. It can be pretty ambitious at times since there are just two of us, but I’m confident we can pull it off. Keep an eye out for the end of February for a big announcement." - General Vivi
Counter-Strike: Global Offensive - Ruby
by @catfood
"When I was on vacation in Portugal years ago I was so impressed by the city Lisbon that I really wanted to build a map that has the same vibe. At the time I was already working on different projects so I decided whenever I got enough time to work on a map this size I would go back. So early 2017 the moment was finally there, I went back to Lisbon to shoot (~2000) reference photos then made a list of things that are iconic for Lisbon and started working on Ruby. Adding a lot of height differation, warm colors, tile patterns and ofcourse trams was essentiental to get the Lisbon vibe." - catfood
Subnautica
by @dux, @PogoP and others at Unknown Worlds Entertainment
"A mix of Survival, story, mystery, resource gathering, base building with some accidental horror and plenty of deep, deep water. We had not long finished up with Natural Selection 2 and were hungry to develop a different kind of game. During development we were (and still are) a small team but the game kept getting bigger and grew into something far larger in scope than originally planned. So we soon realised that what we had could be turned into something really unique if we put our heads down and just cranked on it." - dux
Unreal Tournament 4 - Chamber
by @Ubuska
"I used Halo and Warframe artstyle as a reference. The goal of this project was to make fun and cool looking map with 100% custom art that is 100 mb in file size. To achieve that I used several advanced techniques such as custom vertex normals, deferred mesh decals, no bake, tiling base materials and masks. There are basically 5 or so texture maps used in the entire map, most of the filesize space was taken by lightmaps. I learned a lot doing this project in terms of composition, art direction and optimization. Hope you enjoy this map as much as I do!" - Ubuska
Counter-Strike: Global Offensive - Pitstop
by @Quotingmc and Quadratic
"It is not often that CS: GO receives a new game-mode, especially one as competitively focused as Wingman. I was understandably pleased at the announcement of the 2018 CSMapMakers contest for the mode. Pitstop was my entry where I set out to create a thematically bold centre piece for my portfolio. With the help of my teammate Quadratic and support from multiple Mapcore members, I learnt a lot about taking a level from a simple blockout to completion; I can say for certain I’m thrilled with the end result!" - Quoting
Black Mesa - Xen
by @JeanPaul, Adam Engels and others at Crowbar Collective
"While building Xen we had to design, iterate, and iterate (then iterate some more). We took what we thought we knew, and put it to the test. We learned how design and scope work together, and how to build momentum as a team. We are extremely proud of what we have accomplished over the year(s)! Despite the long and occasionally frustrating timeline, it has been a real testament to the commitment that this team and this community have for Half-Life." - Adam Engels
Unreal Engine 4 scene
by @Vorontsov
"So I decided I would step out of my comfort zone and create a small environment in an engine I've never used before, UE4. Although I think I did a fairly decent job at the time there were ultimately many nuances I could have done better, but that is the artist dilemma. This project taught me the value of properly blocking out your environment, gathering as many references as you can and to have patience and not rush through assets, when breaking any of these rules I was punished for it. Stay tuned for my next project which will be a giant mech, coming soon Valve time TM." - Vorontsov
Counter-Strike: Global Offensive - Opal
by @MikeGon
"My goal with this project was to make a fun and compact defuse map, with a simple level flow, ample verticality, and an overlapped layout! I wanted to have interior and exterior, and break the grid a lot, to avoid having that "90 degrees grid" feel in the layout. I needed to have a vista on one side of the map to help with orientation, so I decided to make it a coastal town, inspired by those found on the island of Skopelos, Greece. Expect more updates in the near future, as I'm not yet satisfied with it. Since this is my only CSGO map, I want to put all my time and effort into it, and focus on quality instead of quantity. Thank you everybody for your support and feedback! <3" - MikeGon
Insurgency: Sandstorm - Precinct
by @Xanthi, @Squad, @Jonny Phive, @LATTEH, @Steppenwolf and others at New World Interactive
"Precinct, was a fun and challenging map to work on. We decided early on to melt District and Contact two of our very nostalgic maps together into a single large-scale urban environment. The goal was to preserve the nostalgic feeling and at the same time create something unique and fresh not just a 1:1 copy. In the block-out stage we started playing with different terrain heights, which eventually was the key to accomplish our goal. Terrain height was a bit of a trial and error process; I remember driving up a hill and not having enough torque, oops!!" -Xanthi
Counter-Strike: Global Offensive - Killhouse
by @FMPONE
"Killhouse showcases brutal duels, player reaction times, and close-quarters combat. A highly vertical layout ensures the sort of unpredictability and replayability ideal for CS:GO’s 2vs.2 "Wingman" game-mode." - FMPONE
Counter-Strike: Global Offensive - Station
by @Roald and @untor
"All experiences contribute to where I am at this point. I am just a hobbiest but I think I learned alot about level design just by doing it and enjoying it. Overal my goal is to improve myself on level design, but also enviorment art. I think I archieved a goal on level design and it's now time to continue on enviorment art. This is where untor morozov comes in. I have met untor a while ago. He made this map 'Waterfall' which was pretty populair. I liked his designs and added him as a friend. When I had this wingman map going on with positive feedback I just contacted him again to work on it with me and since this moment we have had a incredible teamwork. I am gameplay orientated and he is art orientated so we were a great couple. We just enjoyed work on this project and respected eachother and had alot of fun." - Roald
The Gap
by @Yanzl and Sara Lukanc
"The Gap is a sci-fi thriller first person narrative exploration video game. You play as Joshua Hayes, a neuroscientist trying to figure out what happened, barely remembering anything about his past. It started as a project for our BA thesis and has now grown into a standalone game. It's also my first "real" indie game project, helping me learn a lot about Unreal Engine 4 and game development in general." - Yanzl
Counter-Strike: Global Offensive - Alexandra remake
by @Serialmapper
"My first successful map was born 10 years ago for CS1.6. It was done in just 4 days. Since then it has been ported/improved several times on CS:S then finally on CS:GO. It always had a "dust" theme. Initially i wanted to remake it with an "inferno" style but when the new dust2 came i switched the plan to use the new assets. The map was and is frequently played on public servers especially in Eastern Europe so i had plenty of feedback to improve it. For some it's just another "dust" map, but for me it's my dust2." - Serialmapper
Far Cry 5 - Wetland Turmoil
by @grapen
"I wanted to try working with location design in an (imaginary) open world game for the first time, so I made this backwater cabin neighborhood. At the time I also wanted to see what the limits were in Farcry Arcade and how far I could push it. The level has fixed spawns (a limitation of the editor), but I toyed with the idea of making it work regardless from which direction the player would have approached it. The pathing and player guidance is more or less shaped like the number eight, with the church acting as an outlook. Your task is to eliminate all the bad guys. In the end I wanted to do so much more, but couldn't due to technical limitations. All in all it was a fun experience to make it." - grapen
Counter-Strike: Global Offensive - Trailerpark
by @OrnateBaboon and @Skybex
"We wanted to make a map for CSGO, using a theme that had not been seen in any previous version of Counter-Strike.The map had to incorporate everyday plausibility, provide for enough variety so that things remained visually interesting, but also be flexible enough to allow for the use of low geometry for easy grenade strategies. Being able to immediately recognize a theme in a map is always important, so with all this criteria in mind, A trailer park fitted the bill perfectly. There is still some way to go before a full release, but 2018 was a great year for progress on this project." - OrnateBaboon
Unreal Engine 4 scene
by @Corvus
"I was inspired by games like stalker and the last of us. The goal was to make something photoreal with a lot of foliage. It took a couple of iterations but I think I achieved the goal in the end. While making this project I've had to learn a lot about Speedtree to make all the foliage, it was a really cool experience. Right now I'm in the army so unfortunately I can't make any more scenes right now, but after I'll come back I'll try to make more scenes like that." - Corvus
Overwatch - Busan
by @Minos, @[HP], @PhilipK, @IxenonI, Phil Wang, Lucas Annunziata and others at Blizzard Entertainment
"Busan was a challenging map to make. Due to the game having 12 different heroes on screen we have a somewhat limited memory budget for maps, that includes all models, textures, effects, collision data, lighting information, etc... Fitting three radically different areas (Downtown, Sanctuary and MEKA Base) into one single map budget required us to find new ways to optimize our work. In the end, we were even squeezing kilobytes out of collision data to make it all fit, no kidding! But the result speaks for itself, the map was fun to work on and we are very proud of what we accomplished!" - Minos
Counter-Strike: Global Offensive - Highlands
by @ElectroSheep, @El Moroes and @'RZL
"We wanted to make a map in Scotland because, thanks to dishonored 2, we were browsing a lot of references froms this area and we really loved it. I also went myself here in holliday after that. We asked one of our close friends to make some special props, like the police van, the taxi, the phonebox and some others. Unfortunatly the hard development of Dishonored 2 put us in a difficult state where we weren't able to work on the map. So we lost motivation. Then RZL contacted us because he didn't want the project to die so we gave him the keys. And RZL became busy too ^^. Life sometime say NO I guess, hehe. Now Highlands Is my only advanced project I still didn't finished and I'm ready to give it a try, I hope." - ElectroSheep
"Highlands...is this map is a joke? Certainly no but we can say that the development is quite longer than what we expected. Perhaps we learn well how the famous "Valve time" works? :p No seriously I think we can explain that with the motivation. Of course we were motivated to create something cool with this map but with the time and, I think, with what we live in our life we never took the time to do it correctly...I mean we never had a constant rythm on the map. This (and other personal things) led to the current statut of the map; a still "work in progress" map started in 2014. But ElectroSheep came back and his goal is to finish it, and because he's right, I'll come back too to help him. Just, be patient (again) ;)" - El Moroes
Battlefield V - Fjell
by @Puddy, @Pampers and others at DICE
"Fjell was an explosive experiment which paired a new Battlefield dynamic, planes and infantry only, with an epic gosh darn mountain top. Tackling this design combination was like dealing with a bear after you've kicked it in the balls. It was a fun challenge and even though its extreme gameplay is quite polarizing when compared to more middle-of-the-road maps, I am happy that we went there!" - Puddy
Counter-Strike: Global Offensive - Iris
by @BubkeZ and @Oliver
"Iris was born out of a shared interest in the TV-show "Seinfeld", funnily enough. One day BubkeZ noticed I had changed my Steam profile picture to a photo of "George Costanza" and just like that the wheels were in motion! In the beginning, BubkeZ had the vision of an old city environment with lots of dirty alleyways and brick architecture. We didn't want to fall in the trap of making the map look too bleak, so we came up with the idea of making a mid-century town set in autumn. While the map certainly have visual elements from the 50's, I would say the overall theme of Iris is american auto-industry. Making the old cars was definitely my favorite part of making this map!" - Oliver
Unreal Engine 4 scene
by @Brightness
"I have always been a fan of retro and vintage, so this was like a dream to me. After watching the first season of True Detective, I immediately fell in love with the office set and the way the series was shot. I have definitely learned a lot from this project, mostly lighting techniques that can fill your scene with a story. The goal was to recreate their environment in my own style, and I'm pretty satisfied with how it turned out. I definitely wasn't expecting this much of positive feedback and I'm really thankful for this community. I want to do something with the environments, not just as a portfolio piece, but make a short film or make a small adventure game out of them." - Brightness
Counter-Strike: Global Offensive - Insertion 2
by @Oskmos
"Being the follow up to the first Insertion it will have the same overall concept with the spawning and open-world like layout. However this time it will be a more urban setting and overall higher quality art assets. I always love to make environments that feels real. And that are familiar. Its all made up. But the details and various elements in Insertion 2 is from my childhood basically. Friends that grew up in the same place I have recognizes it aswell." - Oskmos
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The Door Challenge
Submission thread
Articles
Designing Highly Replayable Stealth Levels for Payday 2
Level Design in Max Payne: Roscoe Street Station
Effect and Cause - Titanfall 2 Level Breakdown
2017: Mapcore's Year in Review
Hurg smiles upon you all!
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Deathy reacted to FMPONE for an article, Climbing DOOM's Argent Tower
This article may contain slight spoilers DOOM's Argent Tower is a superb Single-Player level. The Argent Tower motivates players with an obvious goal, expands in scope (almost unbelievably), and masterfully controls pacing. A playground for new a ability and a giant environmental puzzle, the Argent Tower is the best level in this excellent reboot of the franchise. Now, let's explore the reasons why this level feels so memorable! OBJECTIVE Players will know their goal from the outset: climbing the Argent Tower. In addition to verbal instructions, the level's construction and composition never fails to aim you upward. Warm lighting moves up vertically, so that players' eyes are always drawn upwards. Even the item you acquire in the level's prelude is a double-jump upgrade, which the level then associates with an oft-repeated green light motif. Players will be doing a LOT of double-jumping in the Tower, so the game articulates a method to guide them. While players may or may not consciously respond to this green-light motif, the designers clearly believe it works as a navigational aid: it is repeated with brutal consistency throughout the level. SCOPE When players reach the Tower's inner core, the vast power of DOOM's engine is indisputable. Great music kicks in, monsters spawn all around the player, and the game "gates" engagements without muddying players' central, long-term gameplay goal. The symmetrical, circular design of the Tower's core proves extremely useful in several respects. Because players can only progress upwards, they get to experience fun combat engagements and jumping puzzles before they are neatly stuffed into small corridors adjoining the main core. This contrast between the core's verticality and its cramped side passages makes for easily controlled progression through the level and amplifies the awe of returning to the core. In one side area of the Argent Tower, players experience a "monster closet" ambush, a classic DOOM design trope in which a demon emerges from a closet adjacent to a corridor. Here, the designers chose an exploding demon for extra "oomph"! There's just something timeless about monster closets. That the game dives down to its most granular level (the monster closet) additionally provides contrast to the heights of the massive core. PACING DOOM carefully reminds players of their progress ascending the Tower. In one cramped side-area, players are faced with the seemingly trivial task of shooting canisters that underpin an elevator blocking their path. After destroying the canisters, the elevator falls down its shaft. Half-Life 2 used similar imagery to convey the scale (and ongoing destruction) of The Citadel: An additional point of this elevator diversion was to slow players down, to keep them away from the showpiece core a little while longer. New players will take a minute to identify the canisters overhead and discern that they need to be destroyed, because this is a novel task and because FPS players notoriously fail to look upward. Later in the game, the designers repeat the canister mechanic before providing players the BFG, the defining weapon of the series. Without the subtle change in momentum the canisters provide, gaining access to the Tower's rooftop or the BFG would feel too straightforward and simplistic. Having artificially lengthened the break players take from the core, the designers have guaranteed that environmental contrast will enhance perception of the Tower's scale AND that player intelligence and momentum has been challenged by a new problem. (...but because this is DOOM, problem solving is still ultimately about destroying shit.) Players complete more than six different jumping tasks including riding a flying drone to climb the Argent Tower and enter a portal into Hell. Such a variety of jumping puzzles and hazards makes the level memorable and is another technique enlarging perception of the Tower. To be clear, jumping puzzles are universally terrible in every FPS game, but their annoyance here is dulled by the focused grandiosity of the level and the ability to grapple onto ledges. The designers ultimately cared a lot more about giving players a memorable locale than sparing them falling deaths. CONCLUSION After reaching the top of the Argent Tower, players are greeted by a giant, climactic battle which ends with a wonderful fade to white. Only now are players ready to enter Hell confident that they've truly gotten to experience Mars. It's important to remember that, fundamentally, the Argent Tower is about going from point A (the foot of the tower) to point B (the top). Faced with a similar Tower-landmark, some designers might path this route with nothing more than a simple elevator cinematic or miss countless opportunities to do something special. DOOM's designers, however, missed nothing: they recognized the need to offer players dense and varied challenges, careful pacing, and spatial design rich with contrast. Later, when players return to Mars, the destroyed husk of the Tower provides an instantly recognizable landmark re-orienting players on their adventure and a tantalizing hint that things are different now. The Argent Tower goes to show that great levels are not about the destination, but the journey -- and all the controlled chaos along the way! Thanks for reading!
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Deathy reacted to FrieChamp for an article, Finding your own path as a professional Level Designer
The following article contains quotes from interviews with Todd Papy, Design Director at Cloud Imperium Games, Geoffrey Smith, Lead Game Designer at Respawn Entertainment, Paul Haynes, Lead Level Designer at Deep Silver Dambuster Studios and Sten Huebler, Senior Level Designer at The Coalition. A big heartfelt 'thank you' goes out to these guys who took the time out of their busy schedules to answer my questions!
On the MapCore.org forums many amateur level designers ask for feedback on their portfolios or for advice on how to break into the games industry. But once you have signed your first contract and you have your foot in the door you will realize that this step marks merely the beginning of your journey. It is a winding path with many diverging branches and without much information available on the road ahead. This is the reason why I decided to interview professional designers in Senior, Lead or Director positions to share their personal experiences and advice with others trying to navigate this field. It is worth mentioning that the questions were not selected and phrased with the goal in mind to compile a ‘how to get promoted fast’ guide. Instead I wanted to give level designers insights into the careers of others - who have stood at the same crossroads before - in hopes that they get the information to pick the path that is right for them.
Hands-On VS Management
At the beginning of his career, Todd Papy started out as a “designer/environment artist” – a job title that dates back to times when team sizes were much smaller and one person could wear both hats at the same time. As the project complexity and team size grew, he specialized in level design at SONY Santa Monica and worked on the God of War titles. During his time there he moved up the ranks to Lead Level Designer, Design Director and eventually Game Director. From level design to directing a game - a career thanks to careful long-term planning and preparation? “It wasn’t even on my radar” says Todd. “I just wanted to build a game with the team and soak up as much information from the people around me as possible.”
So how do level designers feel who step into positions where the majority of their daily work suddenly consists of managing people and processes? Do they regret not doing enough hands-on-work anymore? Todd says he misses building and crafting something with his hands, but instead of going back to his roots, he decided to look at the issue from a fresh perspective: “As a Lead or Director, your personal daily and weekly satisfaction changes from pride in what you accomplished to pride in what the team has accomplished.“ Today Todd is designing the universe of 'Star Citizen' as Design Director at Cloud Imperium Games.
Geoffrey Smith - who created some of the most popular multiplayer maps in the Call of Duty and Titanfall series and who is now Lead of the ‘Multiplayer Geometry’ team at Respawn Entertainment - says his output of levels remains unchanged thus far, but he can “easily see how being so tied up with managing would cut into someone's hands-on work”. Geoffrey calls for companies to provide the necessary training to employees new to management positions: “Managing people and projects is hard work and is normally a vastly different skill set than most of us in games have. Maybe that is why our industry has such problems with meeting deadlines and shipping bug-free games. A lot of guys work for a long time in their respective disciplines and after many years they get moved into a lead position. They certainly know their craft well enough to teach new guys but managing those guys and scheduling would be something brand new to them. Companies need to understand this and get them the training they need to be successful.” At Respawn Entertainment, the studio provides its department leads with training seminars, which helps the staff immensely, according to Geoffrey.
Sten Huebler, currently working as a Senior Level Designer at Microsoft-owned The Coalition, in Vancouver, says he definitely missed the hands-on work when he worked in a Lead capacity on 'Crysis' and 'Crysis 2': “I was longing for a more direct creative outlet again. That is why coming to The Coalition and working on Gears of War 4, I really wanted to be hands on again.” To Sten it was the right move because he enjoyed working directly on many of the levels in the game’s campaign and could then experience his fruit of labour with others close to him: "After Gears 4 shipped, playing through the campaign, through my levels with my brother in co-op was a blast and a highlight of my career. He actually still lives in Germany. Being able to reconnect with him, on the other side of globe, playing a game together I worked on...So cool!"
'Gears of War 4' developed by The Coaliation and published by Microsoft Studios
Paul Haynes, Lead Level Designer at Deep Silver Dambuster Studios, encourages designers to negotiate the amount of organizational tasks and hands-on work before being promoted into a position that makes you unhappy: “I always told myself that I wouldn’t take a Lead position unless it could be agreed that I retain some hands-on, creative responsibility, after all that’s where I consider my strongest attributes to lie. I agreed to both Lead positions (Cinematic/Level Design) under that principle - I never understood the concept of promoting someone who is good at a certain thing into a position where they potentially don’t get to do that thing anymore, as they spend all their time organising others to do it. So far I’ve managed to maintain that creativity to some degree, though I would imagine it’s never going to be quite the same as it used to be, as I do have a team to manage now. On the flip side though, being able to control and co-ordinate the level design vision for a project and having a team to support in fulfilling that is quite an exciting new experience for me, so not all the organisation and planning is unenjoyable.”
Specialization VS Broadening Skillsets
For the level designers who aren’t afraid of management-related tasks and who are willing to give up hands-on work for bigger creative control, what would the interviewees recommend: specialize and strengthen abilities as an expert in level design further or broaden one’s skillset (e.g. getting into system design, writing etc.)? Paul believes it doesn’t necessarily have to be one or the other: “I think it’s possible to do both (strengthening abilities and broadening skillsets) simultaneously, it would really depend on the individual involved. I would say that a good approach would be to start with the specialisation in your chosen field and then once you feel more comfortable with your day to day work under that specialisation, take on work that utilises different skillsets and experiment to see if you find anything else you enjoy.” He started out as a pure level designer but subsequently held roles that involved game and cinematic design at Codemasters, Crytek and Dambuster Studios. “I’ll always consider myself a level designer at heart”, says Paul, “though it’s been incredibly beneficial for me to gain an understanding of multiple other disciplines, as not only has it widened my personal skillset but it has enabled me to understand what those disciplines have to consider during their day to day job roles, and it has helped me to strengthen the bond with those departments and my level design department as a result.” This advice is echoed by Todd who encourages level designers to learn about the different disciplines as “that knowledge will help solve issues that arise when creating a level.”
'Homefront: The Revolution' developed by Dambuster Studios and published by Deep Silver
Sten also gained experience in related disciplines but ultimately decided to return to his passion and do level design. He explains: “It’s a good question and I feel I have been wondering about this myself regularly in my career. I think those priorities might change depending on your current situation, your age, your family situation, but also depending on the experience you gain in your particular field. (…) In my career, I was fortunate enough to try out different positions. For example, I was a Level Designer on Far Cry (PC), Lead Level Designer on Crysis 1 and Lead Game Designer on Crysis 2. Each position had different requirements and responsibilities. As a Lead Level Designer I was more exposed to the overall campaign planning and narrative for it, while on Crysis 2 I was more involved in the system design. However, my true passion is really on the level design side. I love creating places and spaces, taking the player on a cool adventure in a setting I am crafting. My skills and talents also seem to be best aligned on the level design side. I love the combination of art, design, scripting and storytelling that all come together when making levels for 1st or 3rd person games.”
Picking The Right Studio
As you can certainly tell by now, all of the interviewees have already made stops at different studios throughout their career. So each one of them has been in the situation of contemplating whether to pass on an offer or put down their signature on the dotted line. This brings up the question what makes them choose one development studio over the other? To Geoffrey it depends on what stage of your career you are in. “If you're trying to just get into the industry for the first time, then cast your net wide and apply to a lot of places. However, ideally, someone should pick a studio that makes the types of games they love to play. Being happy and motivated to work every day is a powerful thing.”
This is a sentiment that is shared by all interviewees: the project and team are important aspects, but as they have advanced in their career other external factors have come into play: “It’s not just about me anymore, so the location, the city we are going to live in are equally important.” Sten says.
Paul is also cautious of moving across the globe for a new gig. “The type of games that the company produces and the potential quality of them is obviously quite important – as is the team that I’d be working with and their pedigree. More and more over the years though it’s become equally important to me to find that balance between work and life outside of it. Working on games and translating your hobby into a career is awesome, but it’s all for nothing if you can’t live the life you want around it.”
And it is not just about enjoying your leisure time with family and friends, but it will also reflect in your work according to Todd: “If my family is happy and enjoys where we live, it makes it a lot easier for me to concentrate on work.” He also makes another important point to consider if you are inclined to join a different studio solely based on the current project they are working on: “The culture of the studio is extremely important. I consider how the team and management work together, the vibe when walking around the studio, and the desk where I will sit. Projects will come and go, but the culture of the studio will be something that you deal with every day.”
'Star Citizen' developed and published by Cloud Imperium Games; screenshot by Petri Levälahti
But it goes the other way around, too: When it comes to staffing up a team of level designers, these are the things that Todd looks for in a candidate: “First and foremost, I look for level designers that can take a level through all of the different stages of development: idea generation, 2D layouts, 3D layouts, idea prototyping, scripting, tuning, and final hardening of the level. People that can think quickly about different ideas and their possible positive and negative impacts. They shouldn’t get too married to one idea, but if they feel strongly enough about that specific idea they will fight for it. People that approach problems differently than I do. I want people that think differently to help round out possible weaknesses that the team might have. People who will look for the simplest and clearest solution vs. trying to always add more and more complexity.“
For lead positions, it goes to show yet again how important a designer's professional network is, as Todd for example only considers people that he already knows: “I try to promote designers to leads who are already on the team and have proven themselves. When I am building a new team, I hire people who I have had a personal working relationship before. Hiring people I have never worked with for such positions is simply too risky.”
Ups & Downs
While the career paths of the designers I interviewed seem pretty straightforward in retrospect, it is important to note that their journeys had their ups and downs as well. For instance Geoffrey recalls a very nerve-wracking time during his career when he decided to leave Infinity Ward: “We had worked so hard to make Call of Duty a household name but every day more and more of our friends were leaving. At a certain point it just wasn't the same company because the bulk of the people had left. The choice to leave or stay was even giving me heart palpitations. (…) After I left Infinity Ward, I started working at Respawn Entertainment and by work I mean - sitting in a big circle of chairs with not a stick of other furniture in the office - trying to figure out what to do as a company.” But he also remembers many joyful memories throughout his career: Little things like opening up the map file of multiplayer classic ‘mp_carentan’ for the first time or strangers on the street expressing their love in a game he had worked on. To him, shipping a game is a very joyful experience by itself and the recently released Titanfall 2 takes a special place for him. “The first Titanfall was a great game but we had so many issues going on behind the scenes it felt like we weren't able to make the best game we were capable of. (…) After all the trials and tribulations of starting a new game company, Titanfall 2 is a game I am very proud to have worked on.”
'Titanfall 2' developed by Respawn Entertainment and published by Electronic Arts
As a response to the question of what some of the bigger surprises (good or bad) in his career have been thus far, Paul talks about the unexpected benefits of walking through fire during a project’s development and the lessons he learnt from that: “It surprised me how positively I ended up viewing the outcome of the last project I worked on (Homefront: The Revolution). I’d always thought I would aim to work on big, successful titles only, but I guess you don’t really know what’s going to be a success until it’s released. Obviously it was a disappointing process to be part of, and a lot of hard work and effort went into making it, despite the team always knowing that there were some deep lying flaws in the game that weren’t going to be ironed out. We managed to ride the storm of the Crytek financial issues in 2014, coming out on the other side with a mostly new team in place and yet we carried on regardless and managed to actually ship something at the end of it, which is an achievement in itself. I see the positives in the experience as being the lessons I learnt about what can go wrong in games production which stands me in good stead should I decide to take a more authoritative role somewhere down the line. Sometimes the best way to learn is through failure, and I don’t believe I’d be as well rounded as a developer without having experienced what I did on that project.”
Last Words Of Advice
At the end I asked the veterans if they had any pieces of advice they would like to share with less experienced designers. To finish this article I will quote these in unabbreviated form below:
Geoffrey: “I guess the biggest thing for guys coming from community mapping is figuring out if you want to be an Environment Artist or a Geo-based Designer and if you want to work on Single-Player or Multiplayer. Each has its own skills to learn. I think a lot of guys get into mapping for the visual side of things but some companies have the environment artists handle the bulk of that work. So figuring out if making the level look great is more enjoyable to you or thinking it up and laying it out is, will help determine which career you should follow. Other than that, just work hard and always look to improve!”
Todd: “BUILD, BUILD, BUILD. Have people play it, find out what they liked about it and what they didn’t. Build up a thick skin; people will not always like your ideas or levels. Try out new ideas constantly. What you think looks good on paper doesn’t always translate to 3D. Analyse other games, movies, books, art, etc. Discover what makes an idea or piece of art appeal to you and how you can use that in your craft.”
Paul: “The games industry is not your regular nine to five job, and everyone is different so it’s difficult to lay down precise markers for success. Different specialisations have different requirements and you can find your choices leading to different routes than your fellow team members. You need to make sure you carve your own path and try everything you can to achieve whatever your personal goals are within the role; success will come naturally as a result of that. You need to be honest with yourself and others, open to criticism and willing to accept change. I’ve seen potential in people over the years hindered by stubbornness, succeeding in the games industry is all about learning and constantly adapting. Also it’s important to keep seeing your work as an extension of a hobby, rather than a job. The moment it starts to feel like a means to an end, you need to change things up to get that passion back.”
Sten: “I always feel people should follow their passion. I firmly believe that people will always be the best, the most successful at something they love. Of course, it is a job and it pays your bills, but it’s also going to be something you are going to do for gazillions hours in your life, so better pick something you like doing.”
Written by Friedrich Bode for mapcore.org
What are your personal experiences? Do you agree with the statements made by the interviewees? Any advice you would like to share with fellow level designers or game developers in general? Let us know in the comments!
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Deathy reacted to will2k for an article, Viability of Hostage Rescue Scenario in CS:GO
This level design article is about the past and the present of the hostage rescue mode in Counter-Strike. Showcasing the inherent issues that accompanied the scenario allowing the bomb/defuse mode to gain traction and popularity. This article will also present what can be done, level design wise, to remedy some of the shortfalls and allow the scenario to be viable.
A historical background
Counter-Strike officially started life in June 1999 with the release of beta 1, and it shipped with four maps, that’s right, four whole maps. They were all hostage rescue maps and the prefix used for these maps was cs_ as opposed to the standard deathmatch maps starting with dm_. This prefix was an abbreviation of the game’s name (Counter-Strike) which hints to this hostage-rescue scenario being the only one in the minds of Gooseman and Cliffe, the creators of CS, at the time of launch.
Fast forward a couple of months, beta 4 rolled out in November 1999 bringing to the table a new scenario, bomb defuse. The new maps carried the prefix de_ and while one would think that the hostage rescue maps would be switched to hr_ prefix, they kept the same prefix which started to be referred to as the “Classic Scenario”. Counter-Strike was built on hostage rescue scenario.
I started playing CS in beta 2 in August 1999 (I totally missed beta 1, screw me) and maps like Assault and Siege were all the rage at LAN parties. The nearest LAN/internet café was a 5-minute drive from my place, and LAN parties with friends used to be a blast full of shouting, cursing, bluffing, noob-trashing; the standard menu for a CS session. Good times.
Siege, the oldest CS map (beta 1), and Assault (beta 1.1) were the epitome of the game. You had to dive in as a CT deep into the T stronghold to rescue the hostages and bring them back to safety. These maps were the most played on LANs and embodied the style of early CS gameplay. At the LAN place where I used to wage my virtual battles, Assault equaled CS, literally. A fun fact is that when Dust came out, I started a LAN session with this map and everyone in the room shouted at me: "What the hell is this? We wanna play CS!" For my friends, Assault was CS.
However, those rosy days for hostage rescue began to turn into grim grey when folks started playing bomb defuse scenario and realized how…fun it was. A map like Dust almost single-handedly pushed the scenario into higher ground with its bright environment/textures, clear/wide paths and its ease of use and noob-friendliness. A year later, around Summer 2000, Counter-Strike was now equivalent to Dust for my friends.
How did this happen? What went wrong?
Inherent flaws of hostage rescue
Hostage rescue is a very delicate and tough scenario for law enforcement operators in the real world. It puts the assailing team at a great disadvantage against heavily-armed barricaded hostage-takers who are probably using civilian hostages as human shields and as a bargaining chip for a later escape.
As you can deduce, transferring this scenario as realistically as possible into the game will not fare well, and this disadvantage will carry on for the CT team. The problem is only exacerbated when you add the more or less “flawed” game mechanics to the scenario. This is exactly what went wrong with hostage rescue scenario in case you are still wondering about the rhetoric questions at the end of the historical background introduction. The popularity of cs_ scenario started dwindling and the rise of the bomb/defuse scenario only made things worse.
Almost all the early cs_ maps featured a relatively tiny hostage zone/room having one entryway usually sealed with closed doors that the CT must open to get access inside. This room was typically located behind T spawn which made the area a camping ground and made camping that zone an obvious and rewarding tactic for Ts. The doors having to be manually opened with a loudening sound made things worse and negated any surprise or sneaky rush towards the hostages. A classic example is the hostage area and T spawn in cs_assault.
I dare not think of how many Ts are camping behind those doors
Another equally important camp fest occurred in the hostage rescue zone. Early designs made the rescue zone relatively small with one or two access paths that can be defended from one location. If the CT team manages to reach the hostages and rescue them, the Ts could easily fall back to the rescue zone to camp and patiently wait for the CTs to show up. The hostage rescue zone in cs_italy is a nice example to showcase how one T could camp in the southernmost spot in the zone allowing him to monitor both entryways, from market and from wine cellar, within the same field of view. CT slaughter was almost a guaranteed thing to happen.
A CT will show up any second now; imminent slaughter commencing in ...3, 2, 1
A third flaw was the hostages themselves. They were difficult to escort and protect and were easily stuck or left behind in various parts of the maps between their initial hostage zone and the final rescue zone. I lost count of how many times I rescued the hostages and ran as fast as I could to the rescue zone, reaching it with a big grin on my face only to turn around and find out that only one or two of the four hostages actually followed me; the others were randomly stuck on a ladder, door frame, window ledge, vent, chair, table…I could go on but my blood is starting to boil just thinking of this.
To add insult to injury, hostages could also be killed or “stolen” for ultimate trolling. When Ts were stacked on money, they could easily kill all the hostages, basically turning the round to a frustrating terrorist hunt for CTs. In early CS versions, a CT teammate could press the “use” key on a hostage that you were already escorting to steal it. This would leave you helplessly wondering where the hell did the 4th hostage go in case you did not catch the teammate performing the action.
Lastly, maps themselves contributed to the issues that were piling up against hostage rescue scenario. If you are a CS veteran and you were around the early betas in 1999, you would most certainly remember how quickly hostage rescue maps were pruned from one beta to another; some maps even had a life span of 1 week before being discarded out of the official roster. Most of these early cs maps featured dark, nightly environments that were unfriendly to both newcomers and established players. Other maps had a confusing-as-hell labyrinthine layout that confused even the most great-sense-of-direction players, and made remembering paths nigh impossible. Some of these maps had narrow twisted paths and choke points, vents, and ladders that not only frustrated players (especially CTs) but also made rescuing and escorting the hostages more of wishful thinking. The icing on the cake was the different gimmicks introduced in some maps that made a frustrating gameplay/layout even more annoying: some maps had a machine gun nest in T spawn allowing Ts to master and perfect the art of CT slaughtering while other maps had flammable drums that could be shot and blasted for the ultimate carnage right next to the hostage zone. Good example maps include cs_prison, cs_bunker, cs_iraq, cs_hideout, cs_facility, cs_desert, among many others.
Meanwhile, bomb/defuse scenario was gaining grounds at an increased rate and before too long, hostage rescue was relegated to a distant second place in terms of popularity among players and level designers alike.
As a small experiment, I tallied the number of custom hostage and defuse maps submitted on Gamebanana for Counter-Strike Source and Global Offensive. For CS:GO, there are 761 de_ maps against 157 hostage maps while for CS:S, the figures are 4060 de_ for 1244 cs_ maps. The disparity is rather meaningful as the ratio in CS:GO is 4.85:1 while for CS:S the number is 3.26:1. This means that for each hostage map in CS:GO there are almost five maps of bomb/defuse whereas this number drops slightly to almost three maps for CS:S. With CS:GO putting extra focus on competitive gameplay, this ratio is bound to further grow widening the rift between bomb/defuse and hostage rescue maps.
That’s it? Is it done for cs_ maps? Shall we prepare the obituary or is there a magical solution to breathe some fire and life in them?
Solutions for viability
There is a magical solution that involves you transferring a large sum of cash to my bank account, then my “guys” will contact your “guys” to deliver the “solution”. The drop point will be at the…apparently, there has been a mix-up, this is for another “deal” …nervous chuckle.
Seriously though, while there is no magical solution that will lift hostage rescue onto the rainbow, there are a couple of things that level designers can do to start injecting some momentum to the scenario. Luckily for us, Valve has already paved the way (so these “Volvo pls fix pls” do work after all?). In March 2013, Valve introduced a major CS:GO update that completely overhauled the hostage rescue scenario mechanics and introduced cs_militia as well. The update was a game changer and a much needed tweak towards a better hostage rescue gamemode.
We now have two hostages instead of four, and the CTs only need to rescue one of them to win the round. Moreover, the hostage does not stupidly follow the CT but instead is carried on the CT’s shoulders. Obviously the movement speed of the CT carrying the hostage is decreased but this “inconvenience” is countered with added bonus round time and the fact that the CT doesn’t have to glance over his shoulders every five seconds to make sure the hostages are still following him (this kind of distraction can prove fatal to the CT escorting the hostages). The hostages’ spawn location is randomized and can be controlled by the level designer. A nice change is that hostages don’t die anymore thus cutting any chance of Ts trolling (you still lose money when you shoot a hostage – shooting a hostage is pretty pointless now akin to shooting yourself in the foot).
This is all good news if you ask me; hostage rescue is on the right path to become popular and viable again. With Valve doing the first half of the change, level designers have the duty to continue with the second half.
Hostage defuse?
As a first suggested solution, let us start treating hostage rescue as bomb defuse. Let’s be honest, bomb defuse works really well, so why not transfer this “experience” into hostage rescue. What we can do is to have a hostage rescue map’s layout mimic one of bomb defuse – that is have two hostage zones that are similarly placed as two bomb sites. We need to start treating a hostage zone like a bomb site with all accompanying techniques of rushing, pushing, faking, peeking, holding, smoking, flashing, etc. The good thing about this is that whatever knowledge, skill, and layout awareness that players have acquired from defuse scenarios will transfer effortlessly to the hostage rescue scenario; you do not need to learn new tactics and strategies. The roles will be inversed: instead of Ts rushing bomb sites and CTs defending, CTs will push hostage zones and Ts will defend and rotate.
Sounds logical, right? Some people might argue that having 2 separate hostage zones is not “realistic” and my answer is Counter-Strike was never about realism (carrying and running around with a 7 kg (15.5 lb), 1.2 m (47.2 inch) AWP sniper rifle with 25x telescopic sight, quickscoping and headshotting opponents is the epitome of “realism”). If you want a realistic hostage rescue scenario, then you are better off playing the original Rainbow Six Rogue Spear and SWAT 3 from 1999, or the more recent ARMA and Insurgency for a realistic military setting. I practice what I preach and I already implemented this technique in my last map “cs_calm”. The map was a remake of my CS 1.5 map from 2003 and obviously I made the “mistake” at that time to follow the trend set by official maps of having one hostage zone right behind T spawn. A playtest on Reddit CS:GO servers back in March 2015 confirmed that this setup won’t work well as Ts will inevitably abuse the hostage zone.
I made some radical layout changes towards T spawn and hostage zone and created two new hostage zones on the upper and lower levels of the map that are connected by a back hallway to allow quick rotations (in addition to the one through T spawn). Obviously, there is no direct line of sight between hostage zones to prevent 1-zone camping. Ts have absolutely no incentive to camp one zone as CTs can reach the other one, rescue the hostage and head back to the rescue zone without being spotted from the other zone. CTs actually have a chance of winning the round by rescuing the hostages.
I like to believe the new layout worked well. Only time and more hostage rescue maps will tell.
Layout of the map "cs_calm"
Rescue zone anti-camping
We have remedied the hostage zone camping but we still need to tend to the rescue zone camping issue. A solution to this is to have two rescue zones in a similar setup to what is nicely done in cs_office. While Ts can still camp one zone, they risk a big chance of having CTs reach the other rescue zone. Again, CTs will have a viable option to save the hostages without being shredded by camping Ts. If the layout does not allow or facilitate having two rescue zones, then one big rescue zone with multiple entrances (three is a good number) should work fine. The trick here is to have the entrances not easily covered within the same field of view to prevent camping.
Into the zone
Just as we established that we should treat hostage zones like bomb sites, it goes without saying that each hostage zone should have at least 2 to 3 entry points. It’s pretty pointless to have only one entrance as this totally defeats the purpose of spreading hostages into two zones. The different entryways should also not be covered within the same field of view of one T; if a T decides to camp the zone, then he should be able to cover two entrances from one point leaving the third one more or less at a dead angle and viable for a CT rush or stealth/sneak surprise.
Showcase of Hostage Zone A on the map "cs_calm"
The above screenshot showcases “Hostage Zone A” in cs_calm. A terrorist will typically camp near the hostage covering the two encircled entrances. The third entrance from upper level denoted by the arrow is not in the direct FOV, and is prone to a surprise attack by CTs that could catch the camping T off guard. If possible, try to spread the entrances on different vertical levels to spice things up and keep Ts on their toes.
Lastly, it is a good idea to have a connector between hostage zones to allow fast rotations but without having a direct line of sight between hostage zones. We want to make the scenario fairer to CTs but not at the expense of Ts, inadvertently making it unfair for them.
Conclusion
Hostage rescue is a fun scenario if you ask me. It had many inherited and added flaws that contributed to its waning but it’s nothing that can’t be reversed. We, as level designers, need to push some changes to put the scenario back on track. What I just showcased in this article might not be the only viable solutions but they certainly are a step in the right direction. Level designers are intimidated by players who shun away from cs_ maps, and this turns into a vicious circle where players avoid hostage rescue maps and mappers in return avoid designing them. We need to break this cycle and designers need to bravely embrace the solutions I presented here or come up with their own solutions. The more cs_ maps that come out and get tested, the more we could validate these solutions as viable.
In either case, we need to get proactive towards hostage rescue scenario; after all, this is the cornerstone that Counter-Strike was built upon.
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Deathy reacted to FMPONE for an article, Congratulations to our finalists and Grand Prize Winner, DE_EMPIRE!
(Art by Thurnip)
It's Time!
It’s finally time to declare a grand prize winner in our exciting Counter-Strike: Global Offensive mapping contest. You’ve playtested the maps on Reddit, you've waited months for the results... let's get down to business!!
GRAND PRIZE WINNER:
DE_EMPIRE
By Andre Valera
Workshop Link
Sometimes it boils down to consistency: broad strength across several categories. No map in our contest better exemplifies this notion of consistent quality than Empire.
Empire features a stacked bomb-site layout similar to popular official maps like Nuke and Overpass. While this relatively unorthodox design presents level designers with additional challenges, Empire ably sticks its landing. Furthermore, the ambition of Empire’s design is tempered well by its no-nonsense visual presentation. We’re left with a digestible, fun, and very playable level.
Congratulations, Andre Valera!
Prize:
Featured in a goRGNtv showmatch!
Featured in CEVO PUG rotation for one month!
$1000 and Mapcore swag!
CS:GO prize pack courtesy of Valve:
a signed CS:GO poster, lanyard, vinyl sticker
SteelSeries Kana Mouse!
2nd PLACE:
DE_BOURG
by Klems
Workshop Link
A truly unique map. Some felt it was the strongest entry in the contest given its strong theme, abundant polish, and beautiful visuals; others, however, questioned the map's small scale. This was a tough map to judge.
Prize:
$400!
CS:GO prize pack courtesy of Valve:
a signed CS:GO poster, lanyard, vinyl sticker
3rd PLACE:
DE_ROYAL
By Jakuza
Workshop Link
An attractively sleek map, there is plenty of room for Royal to blossom into something very special.
Prize:
$200!
CS:GO prize pack courtesy of Valve:
a signed CS:GO poster, lanyard, vinyl sticker
4th PLACE:
DE_COAST
By Ornate Baboon
Workshop Link
A map that was under heavy construction for much of our contest, one gets the sense that Coast wasn't quite ready yet. With a little bit more time, who knows?
Prize:
$100 + Mapcore swag!
CS:GO prize pack courtesy of Valve:
a signed CS:GO poster, lanyard, vinyl sticker
~~~We at Mapcore would like to thank the r/GlobalOffensive moderators for their assistance, our lovely guest judges, Valve, goRGNtv, CEVO, as well as Gamebanana.com and Steam workshop artist EGO DEATH for contributing to our prize pool.
Last but not least... THANK YOU, for making this 'Core event special and fun!
"May Hurg guide you..."
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Deathy reacted to FMPONE for an article, Reddit + Mapcore CS:GO Mapping Contest!
(Art by Thurnip)
/r/GlobalOffensive and Mapcore are teaming up to grow Counter-Strike: Global Offensive’s mapping community!
Check out the reddit thread for this contest »
The Big Reveal
We’re hosting a map-making contest for original, competitive 5v5 bomb defusal maps AND competitively-minded hostage maps, open exclusively to mappers who have not yet had their work featured in a Valve Operation!
Older projects are fair game: now’s the perfect time to polish up that map you’ve been working on but never got around to finishing. Experienced Mapcore judges and prominent members of the Counter-Strike community such as Sadokist, Moses, DDK, James Bardolph, and Anders Blume will be weighing in – but only one map can win it all.
Helpful Playtesting
Every week for the length of the contest, eligible maps will be playtested during /r/GlobalOffensive community nights according to a sign-up schedule. Slots on this schedule will be filled on a first-come, first-serve basis following an approval process, but we will try our best to accommodate everyone at least once. However, because it’s impossible to guarantee that all contest entries will have the chance to be playtested, /r/GlobalOffensive playtesting is a supplemental, helpful tool which will have no bearing whatsoever on contest judging.
You can register for a playtesting slot here. Remember -- playtesting registration is first-come, first-serve!
Enter Your Level
To officially enter your level into this contest, post a WIP thread with a link to your level’s Steam Workshop page in Mapcore’s official event forum.
Posting a WIP thread with a link to your level’s Steam workshop page constitutes your official entry into the contest, however you don’t need to do both at the same time. In other words, you can post your WIP thread and then update it later with your workshop link if you’re not ready to go right away. You can also feel free to continue updating your workshop level after you’ve posted your workshop link – contest entries will not be judged until after the submission deadline.
The Deadline
Your level must be submitted to Mapcore by August 31st, 2015 at midnight Pacific Standard Time (PST).
Our panel of judges will then select four finalist levels based on the following criteria:
Fun factor Visual/thematic presentation (graphics) Overall polish
Grand Prize Deadline
After the top four maps have been announced, /r/GlobalOffensive users will put them to the test!
Once all four finalist maps have been tested, mappers will have two weeks to revise their work based on community feedback. After those two weeks, an official Grand Prize Winning Map will be chosen!
Contest Calendar
Our Goal
The goal of this event is to raise awareness about Mapcore's incredible level design community and the incredibly useful playtesting capabilities of /r/GlobalOffensive. Both Mapcore and /r/GlobalOffensive are free resources available to all mappers. To date, Mapcore users are responsible for creating more than 70% of Valve Operation levels. Mapcore’s staff are unpaid volunteers, and do not personally profit in any way from additional traffic to the site.
Prizes
Of course, it wouldn’t be a contest without a reward… In addition to the helpful feedback and free publicity that CS:GO mappers will receive by participating in this event, each finalist will also receive:
Eternal Bragging Rights™ and a showcase on Mapcore (where their level will be highly visible to industry-veteran game developers and the rest of the community) A monetary prize ($1000 + Mapcore swag for first place; $400 for second place; $200 for third place; $100 and Mapcore swag for fourth place) The top-finishing map will also be played in a competitive show-match casted and streamed by goRGNtv, for all to watch and enjoy! *NEW* CEVO has generously agreed to host the winning map in their PUG rotations for one month! *NEW* Added $1,000 to prize pool thanks to Gamebanana.com and EGO DEATH (gun skin creator) *NEW* Valve prizes!
Top 4 will receive
1. Signed CS:GO poster
2. CS:GO Lanyard
3. CS:GO Vinyl Sticker
First place will receive a CS:GO prize pack:
1. Signed CS:GO poster
2. CS:GO Lanyard
3. CS:GO Vinyl Sticker
4. CS:GO SteelSeries Kana Mouse
This is your big chance -- get to it!
Good luck, mappers!
Additional Rules
Remakes of older maps are NOT allowed. All works must be original to you and their layouts must not have appeared in any prior versions of Counter-Strike. Custom artwork is allowed and encouraged, but must meet workshop guidelines. Collaborations are allowed and encouraged. Any contest winnings arising from a collaboration will be split in accordance with the collaborators' mutual agreement.
Judging Procedure
Mapcore staff will rate their top four maps of the contest, results will be tallied and all votes given equal weight. Some time later, the judges and guest judges will rate the top four finalist maps and results will be tallied, with all votes given equal weight. Guest judges will be asked to act as tie-breakers in the event of any ties in the voting.
Mapcore Judges
Jason “General Vivi” Mojica -- Creator of "Rose Iron" Skin (Overkill Software)
Patrick "Puddy" Murphy -- Creator of CS_AGENCY (Overkill Software)
RZL (Independent) -- Creator of DE_RESORT
Shawn “FMPONE” Snelling (Independent)
Johnny “Sprony” van Spronsen (Journalist)
Guest Judges
Matt "Sadokist" Trivett -- @Sadokist
Jason “Moses” O’Toole -- @JmosesOT
Daniel "DDK" Kapadia -- @followddk
James Bardolph -- @jamesbardolph
Anders Blume -- @OnFireAnders
---
Our Thanks to
EGO DEATH (Steam Workshop author)
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Deathy reacted to Thrik for an article, RaiseTheBarVille, our joint Half-Life Mapping Challenge
Your objective We'd like you to re-imagine a scene of your choosing from any of the Half-Life games. To be clear, we're not looking for remakes of scenes — we want you to completely reinterpret a scene, approaching it from a fresh perspective. You can, however, use assets from Black Mesa.
Here are some examples of ideas you could develop:
The Tram ride at the beginning of Half-Life. What if somebody else pushed the cart? Gordon was late, so they got somebody else and the resonance cascade happens when Gordon is still on the tram. It crashed to the ground but leads him to a previously unseen section of Black Mesa. Black Mesa. What if Half-Life's infamous research facility were hidden underneath a city or town rather than out in the desert? Surface Tension. This particular event occurs on the side of a Citadel. Yes, it doesn't fit the story, but that's not important. This is about high cliffs and long falls. Opposing Force. What if Black Mesa were devastated by this game's nuclear bomb quite early on during the story, leaving Adrian Shepherd to navigate a version of the research facility resembling a post-apocalyptic nightmare? Point Insertion. Instead of arriving at a city train station, Gordon finds himself in a deserted and derelict village station, perhaps near enough to Ravenholm, to feel the threat. Being seen by Civil Protection may be the least of his worries. City 17. What if the Combine had chosen the United States, France, or London to be their primary city? The only limitation is your imagination, which we want to see run wild — create the most wonderful interpretation of Half-Life's universe that you can conceive. Whether your project is big or small, you should strive to create something that will delight Half-Life fans.
How to share your progress Because this is a joint challenge, there are two places for this:
Where you may discuss the challenge and share progress of your work, which we hope that you will! RunThinkShootLive challenge article
Where you can do the same. Both will be compiled together for judging and articles after the challenge ends, so you don't need to post in both places (although it's not a problem if you do).
Prizes Prizes are being donated by both MapCore and RunThinkShootLive, in addition to your work being immortalised in our archives for others to enjoy.
For the winner
A lightly used hardback copy of Valve's rare Half-Life 2 development book, Raising the Bar, kindly donated by Don aka Unq. This book is a must-read for any fan of the game, and particularly those interested in its development process. In addition to being a collectable in its own right, this particular edition is signed by Valve staff, arranged by a friend of Phillip's who works there.
For the almost-winner
Don't feel bad, you nearly made it. Have a plush companion cube plus a MapCore mug or t-shirt, and know that we love you.
...and for everyone else
All entries, except the winner and almost-winner, will be entered into a random draw to win Sniper Elite 3.
Challenge dates Begins: Thursday, 19th March, 2015 at 11am GMT
Ends: Tuesday, 28th April, 2015 at 11am GMT
Rules You can't have a challenge without rules, right? Here are the requirements:
Maximum one map per mapper per entry. The map must have at least one enemy and one weapon; i.e. playable. The map must be original and not have been released publicly before. The map must run in a system with only Half-Life 2: Episode 2 installed By entering the competition you grant RunThinkShootLive.Com and MapCore.org the right to release the map as part of the RaiseTheBarVille Mod. Maps must not appear for download before the release and for one month after the release of the mod. No assets from retail games other than Half-Life 2, Half-Life 2: Episode 1 or Half-Life 2: Episode 2 are allowed. Other assets are allowed with written permission from their original authors, which must be included in the entry. The organizers' decision is final and no correspondence will be entered into about it. The map must have a proper name. The map must have a proper filename: MapName_rtbv.bsp Each entry should be accompanied by a correctly formatted (vtf) background and chapter image. The name is not important, as it will have to be changed. All entries must be sent to: runthinkshootlive@gmail.com no later than the deadline. Frequently Asked Questions There have been a few questions asked about this challenge, so hopefully this will help you. However, if your question is not here and you have doubts, please don’t hesitate to ask, no matter how small your query.
Can I use assets from Black Mesa Source?
Yes, by all means, but you must pack them into your BSP. Yes, we know that may mean redundancy, but the map MUST run in a system that ONLY has Episode Two installed. We don’t want to force players to download BM.
Can an entry be a joint entry?
Yes, but there I still only one prize. You’ll have to fight to the death to decide who gets it.
Which games can I re-imagine?
Half-Life, Opposing Force, Blue Shift, Half-Life 2, Lost Coast, Episode One, or Episode Two.
Can I use assets from Lost Coast?
Yes, pack them into your BSP.
What about recreating a scene that was say… cut from one of the main games? Technically a re-imagining of a re-imagining.
No, but you could use the cut area as inspiration for something that was released in one of the games. What we don’t want people to do is remake a cut section from a game.
Can simply change a location?
Well, yes, but again, there should be some element of “What if…?” in the map. Simply changing a town for a city is only part of what we are looking for. You map should really be the result f some change, however minor, in the story.
How do you define a scene?
In the context of this challenge a “Scene” is a part of the game that has some effect on the following game. So, changing one location for another is not really enough. What we are looking for is something that takes the game in a different direction.
Can we submit mini-mods instead of a map?
Sorry, no. Your entry must be a self contained map.
Can I submit something artsy?
Sure, but it must have at least one enemy, one weapon and a player spawn.
Can we decompile or remake specific locations from Valve maps?
We think it’s best if we disallow this. Mainly to avoid any potential problems. Please start your map from something new. However, we will allow a very small section if this is just used to “fit into the story”. For example, in Episode One, at the beginning when Alyx and Gordon are thrown into the Citadel. If you map started at the bottom but then things went very differnt from the game, that would be okay.
How should I start my map?
We suggest a little text at the beginning to set the scene. Something like…”What if Gordon were late and somebody else push the cart? Let’s find out“. It’s not compulsory but it might help.
What’s the limit of changes we can make?
Wow, that’s a tough question. Your changes MUST NOT affect maps that may be after yours in the final mod.
My question is not here, what should I do?
Ask in the RTSL post or MapCore thread. Somebody will respond quickly.
Closing words We really hope that you have fun with this. MapCore has a very long history of facilitating development of levels for Half-Life and its mods, in fact we were founded around that very concept. As such, we're hopeful that the community still has that passion for one of gaming's finest classics, and is keen to apply modern-day skills and technologies to bringing Half-Life's universe to life — because Valve sure isn't doing it any time soon!
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Deathy reacted to Furyo for an article, Level Design in The Last of Us: Part Three
This is the third article in a three-part series. Part One / Part Two / Part Three
Combat tutorial The entire space for this first combat against humans is built to be an action tutorial. With no elevation changes in the space, and the single red tone of textures, this is the simplest arena one could design, which foreshadows a quick and easy fight. Notice the number of crates and cover objects on the ground, and their geometrical position. Clear “camps” are established on either side. Both NPCs are scripted only to move left and right, never to flank Joel, which leaves players with plenty of time to assess the situation. This space is built to encourage players to flank these NPCS to the left (Tess crouches to the right of the player). Another visual cue used to great effect here are the electricity lines, that circle over the space. They make the space feel tighter, and add a loop that mirrors the path down below.
One also finds all three distinctive signs of a fight being over in action games: Tess stands and starts walking again (her AI state changes from InCombat to Normal), she starts a conversation with Joel and the combat music ends. In terms of scripting, these three signs are tested against the state of all spawned enemies (in this case, whether they’re alive).
At the end of the passage under the arch, another instance of the “boost and pull” move, once again the only gate short of an actual door that can be used in this game. Right after this, a typical example of an “S” shaped corridor. Historically found everywhere in FPS games a decade ago, they’re still used in today’s non open-world games as occluders and loading corridors between two heavy areas. And what occludes one way works in multiplayer too, you’ll find them in many MP FPS levels (Counter-Strike, Team Fortress 2, Left 4 Dead, etc.) to break lines of sight and separate large areas to obtain the highest frames per second.
As a side note, and something you may have noticed all along these levels, the environment artist broke up the monotony of this flat wall by making an entrance to a courtyard, to the left of this corridor. You could for instance find this same addition of depth inside the transition building in part 2 where players first learn how to heal themselves.
As a side note, one of very few bugs in The Last of Us can be seen here, as the shader for the gameplay helpers is rendered through walls (normal behavior) but also over Joel's head.
After dropping through the hole in the fence – another typical Naughty Dog gating mechanism - a new cinematic starts as players enter the combat arena. Enemies are now scripted much more freely, with their back to the player to enforce a stealth approach. The shape of the combat space itself is built to allow NPCs to move in long straight ways. The left hand side’s purpose is actually solely for this NPC to go there and allow for more movement in stealth (added difficulty) over the initial takedown against the infected in part 2. Tess continues to help kill two of the four enemies, as long as players play by the rules of this tutorial. Both signs above the doors to the building are once again not placed here by chance; the green one indicating the ideal path inside, and the red one a sure way to get spotted. And with both signs having these warm colors, the rest of the building wears a very cold blue to make the signs much more noticeable.
This second combat also introduces dialogues between characters. Beyond their initial role as threat identification and background information, these conversations also serve as cues that NPCs are likely to change their patrol path once done. It’s therefore important to design these dialogues so they are not ambiguous when they stop.
As with the gate to the previous occluding corridor, this space also features a strong light to indicate the exit. We’ll see the same light used in all four of these combat tutorials each time to direct the player to the exit of the arena. While this doesn’t seem too necessary in these instances, players’ orientation is often confused when leaving nonlinear spaces in which they were dedicating their attention to the action rather than the environment. These help players getting their bearings again. And now that doors are used in combat spaces - wide open not to collide with players or NPCs fighting - , they’re also textured in strong warm colors to be seen better. Doors in exploration spaces in this game never bear these colors.
For this third and final tutorial combat (once again, magical game design number 3 shows up), Tess stops helping in any way other than shooting if the combat gets to that but a new mechanic is presented that offsets Tess. Joel can now pick up objects to create a diversion, essentially what Tess was doing before although she can’t be seen by NPCs. That’s a great way to progressively increase difficulty while not changing enemy type (all humans). The distance between the safe area players start in and the first threat is made longer to increase difficulty too and the same background info is given by NPCs to locate them with the help of the conveniently placed window. The orientation of the starting piece of cover also indicates the sense of direction of the upcoming fight, and where the exit will be located.
A sign of a space specifically designed for a fight is to open up multiple entry points to each zone. Here this staircase lost its railings to allow players to go over to the second floor. A simpler exploration area would most likely not have this, and in some cases would have been worse for it if it did as player exposition requires certain camera shots. Here the game moves away from being purely about exploration and makes players evolve on a two-floor loop, gated to a coop move with Tess. Many fights in this game are optional, but this isn’t one of them and the space reflects it.
As a final reward to completing all combat tutorials, Joel is rewarded with finding his very first shiv, while still inside the combat space. The shiv, much like the first aid kit tutorial (see part 2) is forced to the player as its effect is as straightforward as its game mechanics are complex (upgrades, use). Here the elevation, on top of increasing the difficulty of the fight, also serves to create side exploration spaces. Notice the color of the handrails that add a lot of depth to this scene and help players focus on one of the purposes of this tutorial: elevation.
The final combat is the fourth human encounter, second unassisted combat, and first active choice on the part of the player between “stealth” and “action”. This choice is actually shown on screen and justified by Tess’s dialogue. This fight is simply a summary, taken to the next scale, of every theme explored in combat tutorials seen this far: navigation, object interaction, enemies visibility cone, player noise and elevation (or lack thereof in this case). The choice of color palette reinforces these options, with the cold colors used on the left for a stealthier approach, and the warm yellow tones used with the sun on the right hand side to show danger and action. The right hand side approach also contains more immediate rewards (weapons) for having been bolder.
Robert being another human, there was no reason to turn him into a boss. But as Naughty Dog also needed to carry the scenario forward, it made sense to turn this fight into a chase sequence. For the same reason as Joel and Sarah move away from Joel’s office in the prologue, here the chase sequence allows to introduce Marlene much more dynamically and not have her simply appear in the middle of the previous combat space. That latter solution can usually be seen with less important characters, usually from the same faction, as waves of reinforcement.
The calm before the storm This marks the end of the tutorial section of the intro levels. A few more mechanics will be introduced all along the game (enemies, weapons, upgrades) but the vast majority of the systems has already been presented by now. The bigger the challenge, the bigger the spoils: right after the cinematic ends, Joel is presented with both bandings and blades – the resources needed to create shivs - in two distinct locations separated by the first vista in the game, itself to be considered a narrative reward for having completed the first chapter, as well as an introduction of the destination ahead.
As Joel progresses through to Ellie, and the tutorials are now all gone, combat spaces become larger, with much longer lines of sight, introducing the many challenges ahead and giving the game its true scale. The next "co-op" take down between Joel and Marlene pushes this type of gameplay another step further by hiding one of the two enemies to kill inside the building, which shows that the gameplay itself will also take place over longer distances, not just the locations.
Another sign of the hands free design for the rest of the game, the first puzzle players encounter shows no hints at all. After another dialogue corridor designed to present Joel and Ellie’s early relationship, Tess joins them again and the adventure starts. Have fun with the rest of the game!
Thank you for reading this detailed level design analysis of the intro section of The Last of Us. For any additional question, or to discuss this further, feel free to contact me through LinkedIn.
This is the third article in a three-part series. Part One / Part Two / Part Three
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Deathy reacted to Furyo for an article, Level Design in The Last of Us: Part Two
This is the second article in a three-part series. Part One / Part Two / Part Three
First Level The intro cinematic here serves two purposes: Introducing Tess and her relationship with Joel, and giving players a goal for the upcoming level. With that done, it’s not necessary to give players other intermediate goals along the way.
Follow Mission Following an NPC is an excellent, tried and true means to expose players to a completely new world to discover. Tess plays the role of a learning tool, and it’s precisely once players have learned enough about survival in the game that she dies and leaves room for the new relationship between Ellie and Joel to grow. This is an absolute classic process - death aside - used in a great many third person games from Uncharted to Prince of Persia, Enslaved and many others. FPS games also use this technique, but to a lesser degree as following an NPC in first person is often a much more arduous task. Half-Life 2 famously used Alix Vance that way, mostly in non-combat spaces. More recently, BioShock Infinite also followed the same model but made the entire game about that NPC.
Once outside, players are immediately presented with a good combination of narrative and level design. Tess mentions the curfew that will hit in a few hours, while in the same frame, players can see once again in yellow, the sign that mentions the curfew hours. Attention to small details like that is what will make an entire world more believable. The use of red and white bricks for these buildings adds contrast and depth to this scene, and with Tess going around the corner, helps imagining the path forward.
Messages painted across walls is as fundamental a narrative design technique as any, but great games will make use of them sparingly, and at the very least won’t reuse the same message more than once per section, so as not to destroy the immersion they’re designed to create. It’s the same thing for talking NPCs, designed for very specific situations, so their speech doesn’t get repeated.
During this entire level Tess keeps waiting for the player by staying idle on a few of the nodes on her scripted path. This is of course so she can keep being the player’s guide. Notice here however that the implementation of that system is just the bare minimum expected in today’s games. In reality, follow missions are few and far between in this game, as NPCs usually trail behind the player in non-scripted ways. In a game where the NPC is as essential as BioShock Infinite, Elizabeth would have stopped her scripted movement, retraced back her steps to the player (or been teleported behind him) only to resume her script from there. This is a good example of the limitations borne from early creative decisions that dictate the systems developed for the game. It’s entirely normal, but something to be conscious of when creating levels.
Following on to the main street, where a scripted camera takes over and introduces the new playable zone. This sort of introduction is a dead giveaway of a Naughty Dog game, and is most useful in locking the player in place while the army vehicle passes left, preventing the player from reaching the far end gate and exiting the playable area. With the camera locked in this way, the vehicle may very well simply disappear once passed.
Arriving in a large area is often a good occasion to introduce more exposition scenes, and in this case two well-constructed ones. Right in front of the player as he arrives, the first scene presents survivors waiting for their weekly ration in a line, behind fences. The fences here work great with the theme of a post-apocalyptic world, but the wall they form is absolutely necessary in scenes like this to limit player interaction and bugs. We find the exact same use of containment barriers in the scene that follows, with the extra touch of the military personnel pushing then killing Joel if players venture too far. Inside closed spaces, most games generally use windows, which we’ll see in The Last of Us later.
The arrival at the checkpoint is a textbook example of how to center player attention with a dynamic element. On this crossroad, the first semi open area in the game, players may very well be tempted to go either way, but the arrival of the armored vehicle against the player’s direction, the closure of the gates, Tess's placement near the checkpoint and the yellow sign above all point the player effortlessly to the left instead. Naughty Dog manages to seemingly open the game much wider, while remaining in a narrow exposition corridor.
Another textbook example, and a difficult one to achieve, the quick return tutorial. The narrative scene that introduces it is meaningful as it introduces the Fireflies for the first time in the game, but it also pits the player right against a fence in a position of danger. Just like in the combat tutorial, the necessity to move away from this fight makes it ok to block player controls and require a specific command. Players rarely question this.
As a side note, some of you will have noticed that the main street had not been gated yet in the game, and Naughty Dog made sure it was by adding this little scene of police blocking the street.
When addressing player accessibility and teaching, it's important to make the distinction between the two learning models players can be separated in. The first type, Explorative Exposition, describes players who learn by doing; while the second type Experimentation Exposition describes players who by fear of failing expect to have a maximum amount of information given to them before they try. Designing tutorials for these two types of players is very hard, since their learning methods are diametrically opposed.
Naughty Dog chose here to address both types by designing tutorials for either type and alternate between them. The more complex tutorials, those that either require a huge amount of information given, like weapons for instance (see The Shiv in part 3) or would demand a very expensive and convoluted setting (like this health kit) are designed for the second type of players, stopping the game and giving them everything they need to know before experimenting. The intention of showing the time it takes to heal is well convened here. And to make sure the player actually sees this most important item, Tess gives it away instead of having it placed on a nearby table. Perfect introduction of the mechanic and it reinforces their relationship as no one else would ever have given this for free to Joel.
As much as accessibility is often separated in three stages (exposition as seen above, validation and challenge), players often find these cobbled together. The second stage for instance is largely unnecessary when designing for a core audience that is already very used to these game mechanics and gamepad controls.
Follow a few textbook examples of light placement inside this exposition corridor, with inviting diffused lighting that propel Joel forward. At the end of this sequence, we find the first of many trademark moves by Naughty Dog when Joel jumps down a hole. This kind of transition keeps showing up in Naughty Dog almost invariably to transition into a cinematic mid jump (we’ll see that later in the second combat) or to be used as a loading screen to the next level. It also helps segmenting big levels into smaller pieces where NPCs won’t travel large distances back and forth, limiting bugs.
On the other end of that tunnel comes the first introduction of the “vault over” move, which will be reintroduced at a later point as well. All move tutorials in Naughty Dog games are introduced a number of times in slightly different combinations so players learn by doing more than once. It’s rare enough in games to notice how good they got at it; in reality this entire level is a mixed sequence of tutorials.
Immediately after this “vault over” move, Joel is presented with his first “safe zone” to pick up his weapons. In the rest of the game, this workbench will allow him to upgrade his weapons. The more interesting part is the left hand side “boost and pull” move, which uses very strong warm colors. Once again the use of the yellow signifies interactivity/where to go. All third person games like Tomb Raider, Uncharted, Prince of Persia, etc. use specific colors on their palette to orient the player, particularly at the start of a platforming sequence. The move itself is gated to players having picked Joel’s backpack on the workbench, and the combination of both tutorials in the same room is not by chance, it’s the only move in Joel’s arsenal that can be disabled given it uses a prop and an NPC.
We’ve already seen “jumping in a black hole” as a gate, and lifting this door here is just another example of subtle gating mechanisms used to unload the previous part of a level and load the rest dynamically, so as not to require loading screens, or the strict minimum. It’s now so standard that we’ll soon forget it’s a rather recent addition to the arsenal of level designers, created when dynamic loading became possible with PCs and consoles becoming more powerful.
This leads us into the first puzzle space in the game. Notice the multiple ways to leave this interior space, including the first crouch position to the right. We’ll see the move introduced on the critical path afterwards, but it’s not unusual for Naughty Dog to include such moves before their tutorials are introduced. A few hints give us the direction the player should head in. First the busted up ground is a good tool to shape the ground in the general direction of the gameplay, and make the space visually more interesting (less flat) and more interactive with the player needing to repeat the “vault over” move to get out. Another tool is the direction the crows fly in when leaving the hood of the car. Finally, the red bricks and vines uniformly applied everywhere is a giveaway that the exit is not necessarily straight forward.
Notice the rug over the destroyed wall, accenting the solution to this first puzzle. This tutorial is a great example of puzzle design, where the problem needs to be presented front and center, so that the discovery of the solution leads to a minimal amount of attempts once found. Portal is the most recent game to have perfectly followed that credo. Of course, this is here simplified to its core essence, but the same principle follows in the rest of the "ladder-based" puzzles. A sign that you have a great game mechanic on your hands is the ability to design variants of the same puzzle throughout the entire game. It means it's a deep enough mechanic, and not a gimmick.
After picking up the ladder, Joel enters the very first exploration space where he will be able to pick up game resources. Seen as this type of loot is what the entire game economy is based on, it makes sense to present them exactly in the opposite way to the narrative elements of the rest of the intro. Meaning shrouded in darkness when important narrative beats were placed in brightly lit areas. The lighting in this area is worked so the cabinets are mysterious, so that adventurous players learn this classic challenge-reward combination.
After reaching there and turning around, players can then notice glimmering the very first Firefly Pendant located in the room beyond, with a nice Firefly symbol placed on the wall as a final hint. The placement of that desk in this room is studied to allow that to happen. You can safely assume that this is the easiest of all Firefly Pendants. Having presented the first resources and the first collectible separately is a good move to make sure players understand their different role.
Jumping down (once again, a gate), Joel enters the first spore-infected area in the game. Tess is once again used as justification, by stopping Joel and putting her mask on. Players immediately understand the nature of the threat and that they won’t ever have to put the mask on themselves. The change in lighting and visibility also preface the incoming danger, immediately shown in a safe situation moments after hitting the spores. The relationship between the spores and dead body are made perfectly clear, and this example of narrative design through environment art is perfectly paced.
Just like the doors to Joel’s office in the prologue, here is a great example of using interactive objects to place the character in a specific situation and justify the camera transition to a cinematic. The plank, with its forced interaction, is only here to make players notice you can go through the door by squeezing through. In fact, even the dialogue is designed with that n mind. Once in this position, the camera is entirely scripted. One should always expect a narrative element on the other side of that type of sequence, particularly when entering a brand new space. Using this type of contrived cinematic moves has become a main fixture in Sony titles, noticeably in God of War and Uncharted, and in competing titles such as Tomb Raider. BioShock actually was one of the early titles that always tried to justify camera placements. These sequences also sometimes serve to limit the speed of movement of the player, particularly to help loading times in and out of expensive areas. But there are sometimes ways to include these delays in gameplay itself. For instance some of Elizabeth’s lockpick animations were gated to the loading of the area beyond the gate she had to open. In these cases, conversations between her and Booker would also be timed to the necessary delay.
Once clearing this filing cabinet, a perfect camera takeover to introduce the shooting tutorial. A conveniently placed hurt human (still target) offers the chance for a quick headshot if camera is left untouched. Nearby the ammunition pickup ends this gameplay loop and makes most players come out on top ammo wise. It also offers the game’s first active choice, as are all combats in this game (choice of resources and sometimes tactics). Notice right after this encounter the use of dialogue to justify the next camera takeover and introduce the first combat against infected. The piece of wood falls down just as Tess speaks up, while Joel indicates the need to remain silent. It’s as dynamic an introduction as one can make it and flows superbly.
Please notice the placement of these infected. Them being tutorials, it’s only logical that they are as scripted as they are. The first one plays to the stealth nature of the combat, reinforced by the action and placement of the two other infected. As you can see above on the first floor, they actually are a landmark for players to orient themselves. Most landmarks are used as large objects in the background of a scene, for instance Half-Life 2’s citadel in City 17’s skyline, and in the case of The Last of Us, the hospital Joel and Ellie reach towards the end of the game plays exactly that role, but in tight corridors and encounters, level designers can reverse engineer an NPC as the landmark, and plan their geometry around. In this case carving up the floor just so the infected can be seen below. Near this location, on the bottom floor and the top floor, two exploration spaces that make good use of this gameplay loop (challenge-reward) offering loot just after clearing the combat.
Once again outside, this seemingly uninteresting transition area between the combat tutorial and the upcoming puzzle is made interesting by the basketball hoop that provides a clear sense of direction to the immediate space, and the busted up concrete perpendicular to the court adds a layer of depth to an otherwise flat surface. Notice once again the color yellow used in Mel’s Home Hardware store sign, and its placement over the exit.
Next up is the second "ladder-based" puzzle space that follows the basic rules of great puzzle design. First the exit is presented to the player in the same frame as the problem, and the solution once found (“aha! moment”) only takes one try to complete. Notice how the blue tarp provides a good visual clue in this tutorial as to where the solution is, just like the rug in the first case.
Leaving the puzzle area that shows that the best game mechanics can be used in multiple variations, the same yellow color is brought by lighting through the window. Around the corner, a little reminder about exploration, with a health pickup dropped on the far end of the ladder.
Down yet another gate and Joel now follows Tess through a back alley. This otherwise uneventful place sees the addition of yet another reminder of the “vault over” tutorial, as another way to require a button press from the player and keep him/her engaged. This however no longer requires the UI indication on screen.
Just around the corner lies the second Firefly Pendant. “Hidden in plain sight” is a good way to introduce a second collectible, after having given the first one essentially for free. This one perched in the trees, and the puzzle before it tease the elevation changes of gameplay taught in the subsequent combats. You’ll notice the LD work that went in creating the blockage under which Joel must crawl, which reveals through its branches the glimmering Firefly Pendant.
Forcing the player to continue through a building serves multiple purposes. The first, and smallest is it helps justify the placement of gun ammo on the table, as opposed to having it just lying there on the streets. The second, the door that Joel closes behind him, is yet another gate for the upcoming NPC – heavy survivors camp, which can even be loaded during the third and final purpose, introducing a small child in a narrative sequence with Tess. These windows here give just the right amount of light in and allow the heavy contrast between the two areas to have the animation read a lot better. This room could have been there simply for optimization purposes, but Naughty Dog managed to turn it into a whole lot more.
The survivors’ camp is another gameplay loop closing in on itself. After the initial exploration and learning came the tension of the spores and the challenges of the first fight and puzzle, the camp is a narrative reward for having made it this far, and a chance to pick up another two collectibles. However as it’s not the end goal of the level, tension should still be a constant theme, hence the more and more violent scenes one after the other, that also introduce the upcoming fight with humans. Notice the little girl playing with her stuffed bear in the far corner. She and the little boy earlier are nice ways to feature children in action games where rules dictate that no human child should ever be killed on screen. Emphasis on human; children that do get hurt are often already dead, possessed or otherwise sick (School bus in Prey, Little Sisters in BioShock, etc.)
This is the second article in a three-part series. Part One / Part Two / Part Three
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Deathy reacted to Furyo for an article, Level Design in The Last of Us: Part One
This is the first article in a three-part series. Part One / Part Two / Part Three
Intro Level 1st scene In typical movie fashion, the game starts with an exposition scene which establishes the bond between Joel and his daughter Sarah. Here the watch plays a type of backward MacGuffin (http://en.wikipedia.org/wiki/MacGuffin), which movie fans will be familiar with. A term made popular by Alfred Hitchcock, this initial narrative element will keep showing up in multiple scenes in the game to move the scenario forward and link back to the initial bond Joel had with his daughter. Many other items in this game, which we’ll see exposed in Sarah’s room play the same role. It’s important to note that this game doesn’t use forward MacGuffins, instead relying on the early experience players have with Joel in the intro levels to help them relate to Joel in the later parts of the game, when he faces adversity from the other main characters in the game. This type of catalyst is sometimes linked to gameplay in some games, but not here. For instance, in a quest, looking to get somewhere or obtain something but never managing to. In BioShock Infinite, Elizabeth keeps trying to go to Paris, but never quite goes there in the main game.
Gameplay Sarah goes to bed, only to be woken up by her Uncle Tommy’s phone call. The initial frame of Sarah getting up is a textbook example of player exposition. Using the mirror on the wall, Naughty Dog adds depth to the room, and presents Sarah as a playable character from both front and back. The color of the lamp shade also leaves nothing to chance. Using a warm color near her beloved items reinforces the comfort of her nest (bed) and contrasts heavily with the cold blue of the night in the mirror. These items on the wall, much like the watch earlier, play a narrative role in the rest of the game as tools to drive the scenario forward between Ellie and Joel.
Sound wise, Naughty Dog made a classic choice not to add any music and simply build tension with environment sounds in the background. It plays great and helps focus the attention on the initial reveals. In the room, the placement of the birthday card ties the opening scene with this scene the following morning and introduces the “triangle” button as the “hand interaction” one in the game (pick up item, open door, etc).
At this point in the game, the player still does not quite know what to do, despite having played for a few minutes already. This guidance is given very clearly in a single word, right outside Sarah’s bedroom, as she yells “Dad?”. Perfect example of narrative design coupled with level design, that tells the player his/her immediate goal, and invites him/her to check out every single door, increasing the chances for maximum exposition of every theme in this intro level.
With the goal now firmly established, the placement of the door straight ahead, too obvious, makes that room a natural space for continued exploration of the game’s themes, as opposed to a significant room. It comes as no surprise to find inside that room just one piece of content. The placement of the only light source in this room, obvious as it is, reminds us that lighting is one of the most straightforward tools to guide players.
Joel’s bedroom After leaving this bathroom, players are naturally directed towards Joel’s bedroom thanks to the window, extra light placed in front of it, and the barely open bedroom door. The sound of the TV is an ideal guidance tool, suggested instead of shown. This bedroom also offers the chance to see the gameplay loop closed for the first time. The Last of Us’ gameplay loop is always a variant on four themes: Exploration, Tension, Challenge, Reward, Return to Exploration. With the initial exploration started in Sarah’s room and the tension of having to find her dad, this room introduces the simplest of challenges – opening the door and following the gameplay instructions (L3) – which ends with an immediate reward of seeing the explosion in the distance. Finally, Sarah’s “Daaad?” closes the loop and makes players return to their exploration phase. Gameplay loops can express themselves over varying lengths. Second to second, minute to minute, hour to hour.
Returning to the hallway, a few classic LD rules can be seen in the same frame. The placement of the door allows players to face the staircase in the right direction, and the placement of the lamp at the bottom automatically invites players to go down. Notice its actual placement. While most times placing a light source away from a player’s immediate field of view increases its attraction, this one is placed to the right in plain sight of the player.
Once at the bottom of the stairs, the window introduces a new narrative element, in the form of police cars. Notice that the cars are driving in the same direction as the player needs to move. This is yet another good tool to guide players subconsciously. If the lamp at the bottom of the stairs had been placed to the left, and away from the player, he/she would have likely turned the camera towards it and away from the windows, negating the introduction of the police cars. That’s why this light source was better left in the player’s field of view.
Players naturally progress and now face this door to the garden, this time with a light source hidden beyond the playable space which naturally increases the mystery and tension in the scene. Just like upstairs in Joel’s bedroom with the TV, the dog barking here increases tension and attracts players forward.
Once players reach the window, Naughty Dog doesn’t fall for the cliché of having an infected appear in the garden, and plays with players expectations instead interrupting the sequence with Joel’s phone. Doing so, “L3” is introduced again this time on the player’s critical path to make sure this mechanic is understood by all players.
The placement of the phone to the right of the door is also no accident. It makes players move further away and to the other side of the living room from the office, where players are now supposed to go. This forces players to go by the garden window a second time and the use of the phone has forced the player’s immediate attention of the window to be erased. This perfect set up was necessary to create an element of surprise for the second traversal of the living room.
Narrative scene and transition A sign of truly great narrative games is the justification of every single camera takeover by placing the played character in a situation that allows for a smooth transition. Here, that’s the only reason this half open door is placed here. Since it’s already half open, like Joel’s bedroom door, there is no “triangle” interaction required. The goal of this door is to justify the exact position of Sarah in her animated entrance into the room, therefore the position of the camera, to allow for a smooth take over for the rest of the cinematic and the entrance and reveal of Joel, the very first in the game.
While the entire scene could have played out inside Joel’s office, Naughty Dog chose to have Sarah and Joel leave the office half way through, so as to cut back the length of the walk to the exit door and outside to the car. This allowed them to shave off a few seconds of otherwise boring content and make the action denser. Uncle Tommy’s introduction is pretty hectic with the rapid movements and a lot of information handed to the player, so to reinforce his presentation, Naughty Dog chose to have him turn towards the player once inside the car.
The Last of Us, as many narrative games, presents choices to the player. They come in two types, active and inactive. Active choices are generally self-explanatory and are not even presented as such in games. For instance, play style (stealth or action) influences the outcome of fights, but they can also come in the form of a single button press, which usually destroys immersion in a world, and breaks the fourth wall. Inactive choices on the other hand play with morals and psychology between players and the characters they play. Here we see the first glimpse of the troublesome relationship to come between Joel and Ellie, in the eyes of her daughter Sarah who wishes that the car had stopped to help the stranded survivors. This makes players ask themselves where they would stand, and take sides with the future protagonists.
The accident serves here as a transition and justifies leaving the car behind. The timing of that sequence is probably not purely by chance. First Naughty Dog had illustrated all the themes they could from inside the car, and second the attention span of test players was probably waning beyond that point. Notice however the subtle and progressive introduction of infected in the world. The first one, inside Joel’s office comes in when they may yet be taken for humans, and as an element of a cinematic, it offers no challenge to the player. The second, in this car sequence, attacked other survivors and when posing an immediate threat to Sarah, was stopped by Tommy driving away. The third, much closer view comes in as a direct consequence of the car crash. These three progressive introductions of the game’s main antagonist are a textbook example of exposition that allows players to fully grasp the concept of the infected before having to deal with them. Many games fail to present enemies that way, instead relying on one-shot cinematics with poorly explained antics and backstory. The fact these enemies can’t talk and explain themselves pushed Naughty Dog to work them this way into the game, to great effect.
Combat Tutorial First introduction of the « Square » button for combat. As a rule, tutorials are better introduced when players attention span can be solely directed at the mechanic in question. Here, the tension resulting from the car accident and the sight of the infected nearby focuses the player’s attention on the tutorial for maximum effectiveness. Instead of breaking the immersion of the scene, this tutorial actually flows inside it, and players never question it. Naughty Dog’s choice for minimal UI invasion on the screen really pays off here.
Chase sequence Introducing Joel for the first time as a playable character (and the main protagonist) in the middle of a stressful situation could have been a risky proposal, which Naughty Dog managed to make work by taking away all combat (automatic death if caught by infected and gun given away to Tommy). Sarah, who would have trailed behind and become a center of attention for players is reunited with her dad after getting hurt in the accident. All of these moves act as perfect justification to have players only ever care about their own character. The only action required of the player is to dodge pedestrians, which is exactly the best activity to learn to control a brand new character. The use of a car that crashes into the gas station is a bit of a cliché by now, but remains a very strong justification for sending the player to the right, and have a couple invisible walls across the other streets. It remains better than a simple static object across the street and infinitely better than nothing at all.
The firemen truck across the street serves both as justification for the fire raging in the building next door, and as a way to direct the player to the car crash about to block the street off. This second instance however occurs much closer to the player, increasing tension further, and culminating with stopping in front of the theater beyond. This “three strikes” approach to game design is rampant through most games these days, and certainly The Last of Us, for instance during the combat tutorial (three square button presses to leave the car) and is a sort of golden number first generalized by Nintendo.
The use of audio after the third street blockage is mandatory given the exit is not readily apparent within a 45 degree field of view on either side of the theater. In third person games, presenting exits within this 90 degree angle is generally considered a safe choice to have players flow, on consoles at least where the FOV is usually limited more than on PC games. For instance, this was the rule we followed when designing Prince of Persia in 2008.
In the alley and through to the other side, great use if not subtle of lighting to direct players to the left, and first use of the yellow color on all directional and interactive hints, which we’ll see later in the first level. We’ll find the same use for the ambulance down below, which strong red lights contrast easily with the night, and even the wind indicating the sense of direction. The headlights serve as guidance too of course, much like the hurt survivor on the ground.
This is the first article in a three-part series. Part One / Part Two / Part Three
