Sunday, November 21, 2010

Advantage analysis: breaking a map down

In this post I will try to explain a method of analysis that can be applied to a map, finished or in development. The different types of advantages in this post were things that I came across as motivations for why an area looked a certain way while trying to analyze one of my own maps but I will try to apply it to another map just to see if it holds water. While I'm sure that much of this will sound obvious to an experienced gamer, this is a more detailed approach. Starting with a more limited FPS with no classes would make the discussion simpler but I will still base my discussion around Team Fortress 2 since it's the game that I'm most familiar with.

Since this discussion will also be very theoretical I feel a bit limited in my vocabulary but in this post I will use "path" as an one-dimensional object between areas, generally not allowing travel between separate paths except in the case of one-way travel. Due to the sticky/rocketjumps available in Team Fortress 2, paths that you can switch between via special jumping are defined as 1½-way.

The basics of the method is to take a certain number of advantages and then rate a path or an area of the map and rate it according to those advantages. You can also start from the other way around and design the purpose of an area first and what type of classes you want to take that path and then design the advantages around it. Either way is fine, as long as you have a thought process for why you're doing one thing or the other and not just building and then seeing what comes out.

Let's get to it.

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