channie Posted March 1, 2010 Report Posted March 1, 2010 Hey there, A look at how the balancing of Favela from Modern Warfare 2 was made (Part I, Part II), based on my interpretation. This is my first attempt at writing a level design article in english, so please forgive my spelling mistakes! Quote
Gloglebag Posted March 1, 2010 Report Posted March 1, 2010 Oh channie you know you can do no wrong with me. Quote
Seldoon182 Posted March 1, 2010 Report Posted March 1, 2010 I've already seen ur great article yesterday CH4NDL3R. I do understand y u r used to play CoD every lunch time! Quote
CompoSITe Posted March 1, 2010 Report Posted March 1, 2010 Great analysis thanks for taking the time to check the level out. Originally I had an all most mirrored layout. Both sides of the soccer field were elevated with alleyways that came to a peak then went back down to a C shaped road that connected to the soccer field as well. However it ended up being way too mazey. Most of the other tweaks and sight lines were adjusted after playtests and seeing what needed to be changed. I might have some old pics I could post up. I'll have a look through some dusty old folders. Can't wait to read more. Quote
Mazy Posted March 1, 2010 Report Posted March 1, 2010 First I loved Favela. Then, after a bunch of really frustrating rounds, I hated it. Then I've fallen in love with it again. Like most great maps it caters for almost all ranges of combat, and gives you plenty of options when you eventually find yourself outside your comfort zone. Also it's probably the only MW2 map that really works in every game mode, with most other levels there's always one game mode where it just doesn't come together that well. I might be in the minority, and even though I've had a lot of fun with MW2's MP, then I'm ultimately a bit disappointed by most of the maps this time around. Might just be a matter of the times or taste, but COD4's layouts just struck a much better cord with me. Even though I'm an absolute sucker for lots of freedom and open maps, then I do think the MW2 maps took it in slightly too extreme direction, often making it more frustrating than fun in my case. But I always get the feeling that I would feel otherwise if I were playing it with a mouse and keyboard instead of a controller, most of my irritation usually comes from constant vertical fire, and not being able to readjust in time. Really anxious to see what the DLC will be like, hope you guys are going the same direction as you did with the COD4 DLC and not just refurbish campaign levels Quote
CompoSITe Posted March 1, 2010 Report Posted March 1, 2010 Yeah, I think we did end up with a few too many angles in several of the maps. However, I think what hurt the maps the most was the addition of all the fast moving perks. We had the layout sizes set pretty early but the fast moving players ended up disrupting front lines and validating spawns too quickly, moving team spawns around the map pretty fast. Quote
channie Posted March 1, 2010 Author Report Posted March 1, 2010 Many thanks for the feedback Composite I would die for any work in progress screenshots if you don't have any legal trouble sharing those with us! Quote
Rick_D Posted March 5, 2010 Report Posted March 5, 2010 I found most if not all the maps suffered from a circular gameplay that pushed combat around the map constantly, getting shot in the back becoming more common than losing a fight to someone in front of you. MW1 had some wonderful maps that allowed players to hole-up and defend areas, resulting in fantastic shootouts. MW2 seemed to abandon this and it really let the game down for me. which is a shame because I loved the art, I wanted to like it Quote
mjens Posted March 5, 2010 Report Posted March 5, 2010 I found most if not all the maps suffered from a circular gameplay that pushed combat around the map constantly, getting shot in the back becoming more common than losing a fight to someone in front of you. MW1 had some wonderful maps that allowed players to hole-up and defend areas, resulting in fantastic shootouts. MW2 seemed to abandon this and it really let the game down for me. which is a shame because I loved the art, I wanted to like it True, MW1 had the best ideas ever fit wonderfully to the game types and speed. I had less backshots but more grenade airstrikes. Also most of the maps in MW1 was a bit faster and the gameplay wasn't so perkful... Quote
channie Posted September 29, 2011 Author Report Posted September 29, 2011 Part 2 is up! (well yeah, it was about time...) Lemme know what you think! Quote
Grimmsorg Posted September 29, 2011 Report Posted September 29, 2011 Really interesting read, I've sent it around at work too Quote
mjens Posted September 29, 2011 Report Posted September 29, 2011 http://level-design.org/?p=838 This will get you some readers Quote
CompoSITe Posted October 3, 2011 Report Posted October 3, 2011 Great work again. Lol, I liked calling me out on the room of little detail. Quote
channie Posted October 6, 2011 Author Report Posted October 6, 2011 I had no idea how I was wrong indeed Quote
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