| Why Doesn't Anyone Play My Level? | ||||
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It has happened to most of us - you spend months slaving away at D3Edit building what you consider to be "The Ultimate Level". Custom textures, custom ships, a few outrageous new weapons, grand architecture so cool that you feel a real place should be modelled after it! After spending days checking every detail and double-checking them, you package it up and send it to the level sites for all the world to enjoy. The excitement mounts as you wait as long as you possibly can before checking online to see how many servers are running your newly released masterpiece. You don't see your level being played..."Oh well it'll take a day or two to catch on probably...". Wrong. After days of searching, your level is nowhere to be found. Maybe you saw a server running it for a moment, at least you think you did. But other than that, your level seems to have been ignored by the masses. Your level has been sucked into the Black Hole of Levels, never to be seen or played by anyone. All of that hard work for nothing...now THAT's a sad story my friend. So why does this great level go unplayed while other levels that look as if they were slapped together in one evening are listed on a dozen different servers? What exactly is this new level missing? What is it about this other shabby looking level that makes it so popular on PXO, or HEAT, or the MS Zone? Why doesn't anyone play my level?!?!?! I don't know exactly, sorry. But I do have plenty of ideas and suggestions that will give your level a fighting chance at immortality in the gaming community. Layout and Balance
So what constitutes a good level layout? I was afraid you'd ask that, it's a tough question. One way to find the answer is to examine some of the most popular levels and try and figure out what makes them tick. For Descent 3, some of the levels that have stood the test of time online are, Burning Indika 3, Pyroglyphic, the levels in the Fury set (released by Outrage), Skybox, and even my own Earthshaker 2001 has as many as six servers going at a time (and as few as one or two :). What is it about these levels that make them so popular? The Donut Theory
Now, I'm not a psychologist so I can't say exactly why this theory works (if it truly does). I can guess though :)
The donut is one personal theory I have about level designs. Of course there are other popular levels out there as well that don't fit this design. But the donut just seemed so obvious to me that I thought it deserved its own section here. Beyond The Donut Let's stay on the subject of layout. Most of us are familiar with Pyroglyphic, by Skyrat. A great level. Beautiful custom textures and perfect lighting give the level a great "mood". But there are other levels that look just as good, or even better perhaps (I won't mention these levels or say anything negative about ANY level in this article) but they are not played. It is not looks alone that make a level great. Burning Indika 3 uses a mixture of non-custom textures, D2 style architecture, not much in the way of eyecandy, yet it is perhaps the most played multiplayer level on PXO! So what do Pyroglyphic and Burning Indika have in common that make them so damned popular?! The levels are compact and a player can travel quickly from one area to another...the action is fast because of this. There is more than one way in and out of every room, and usually more. There are places where a player can duck around a corner during a battle and quickly come up behind the enemy. If you see a player turn a corner, he/she may be retreating, or he may be taking an alternate route to circle in behind you. You never know just which way to look. The tunnels are big enough to fight in, but small enough so that frag missiles and concussion weapons will be effective and may be difficult to avoid. It is often easier to hit a player with lasers in a tunnel, especially in an online game, because players have less free space in which to dodge. Sometimes I just spray my quads down a hall knowing that at least some of the shots will hit their target. Dog fighting in a big room or outdoors on a slow connection can be near impossible. A lot of players on analog modems stick to tunnels for this reason. Very small areas can give the player a claustrophobic feeling, plus sometimes the walls are so close that you can't easily see the way out. The open areas of these levels are big enough for dogfighting, but not so big that it's difficult for players to hit each other. Having both dogfighting areas as well as tunnels in your level will attract both styles of players. Keeping the polycount low while maintaining some impressive architecture is very possible. It is much nicer playing a well built level that is also pleasing to the eye. Aesthetics The right texture/lighting
combination will be much easier on the eyes, player ships will be easier
to see (if desired), and people will like you a lot more :) One way to
keep things under control is to texture your level as if it were a real
place. You wouldn't go to some industrial facility and see walls with
green flashing lights, a yellow ceiling, blue stripes on the floor, and
other gaudy stuff. It would probably be rather dull with plain, metallic
textures and fairly bland coloring. But then you may be thinking of a
different industrial facility than I am :). Be creative of course...this
IS a game after all! |
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