What makes good FPS map design in your opinion?
That is way too broad of a question to answer and you know it.
>>376582202
Being from Team Fortress 2. Nearly every map from that game is a pinnacle of FPS design.
A few pointers that are universal to FPS maps, however:
>Make sure you have vertical gameplay, an up/down element. This makes FPSes more fun.
>If there are dedicated respawn rooms, make sure they have multiple exits so they're not easy to camp.
>If there are snipers in the game, provide alternate routes to flank them from.
>Try and avoid chokepoints that are easily spammed by bombs (like the ship level in CoD4), or provide alternate routes around the chokepoints if so.
>>376582338
Well /v/ is always so discontent with modern FPS level design, so what do modern games do wrong in that regard?
>>376582516
Oh and
>make sure to have some cover to get behind
>>376582202
It depends on the type of game. Is it realistic, arcadey, or a combination of both?
>Don't like corridor fests
>don't like key hunting either
There must be a balance somewhere. I don't even mind maze-like levels that have no key hunting.
>>376582569
Not him, but one common complaint I see is that it's too simplistic.
In games like Skyrim and CoD you often see levels that are literally just flat corridors, sometimes interspersed by small bits of cover.
>>376582202
Depends on the type of game.
An old school game benefits from the atmosphere and feeling it creates.
An arena-based one benefits from how competitively viable the map is.
A modern one benefits from realism.
>>376582569
>modern FPS
Be more specific? I know it's a common joke that all FPS today are the same, but really there is huge difference between something like COD and BF in terms of map design and gameplay approach.
>>376582202
this.
>Start WW2 game
>Horst Wessel Lied starts playing
>>376582202
the pinnacle
it depends on so many things
is it singleplayer or multiplayer?
what are the functions and limitations of the enemies?
what are the functions and limitations of the player?
>>376582516
>Try and avoid chokepoints that are easily spammed by bombs (like the ship level in CoD4), or provide alternate routes around the chokepoints if so.
This is actually considered bad design in TF2 map making, most maps have an openish arena surrounded by at least 2.5, but no more than 4, chokepoint entrance\exits.
>>376583028
steel is the patrician map