Multiplayer Design
Multiplayer CTF Map Design
Section titled “Multiplayer CTF Map Design”- Based on Unreal Tournament’s Facing Worlds map
- Two towers at ends
- Figure-eight middle that rises/dips
- Symmetrical design
- Player Types Considered
- Snipers
- Sneaks
- Power/tank players
- Tower Design Changes
- Removed instant teleporters to top
- Added slower stair routes
- Forces exposure during climb
- “Slows pace from spawn to sniping”
- Added risky quick-route
- Front platforms for mantling
- Very exposed but faster
- Middle Area Modifications
- Added buildings for cover
- Bridge across top
- Underground route
- For sneaky players
- Direct but exposed path
- Sniping holes from buildings
- Building Interior Features
- Central chaotic combat area
- Multiple escape routes
- Tricky teleporter system
- Must circle to reach
- Mirrors across directions
- “Confuses player’s direction”
- Roof Design
- Balcony provides sniper cover
- Elevated areas only accessible by teleporter
- Exposed sniping spots
- Can target ziggurat
- Vulnerable position
- Critical Path Philosophy
- Multiple valid routes
- Encourages player experimentation
- “Players can subvert paradigms”
- Direct rushing
- Risky jumps
- Teleporter tricks
Map redesigns classic Facing Worlds with focus on balanced gameplay between different player types. Adds complexity and strategic options while maintaining core capture-the-flag experience.