Recap, note for further topics, and an example I threw together:pic.twitter.com/b5QQfTxnJb
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Recap, note for further topics, and an example I threw together:pic.twitter.com/b5QQfTxnJb
Another quick example, this time in the style of a Paladins siege layout (capture midpoint, push payload). Concepts like "skirmish lines" become fuzzier as we add details! Requires seeing it in game and playtesting!pic.twitter.com/hIoXht48yG
Out of these atoms, we get larger patterns of "what works". These are harder to identify quickly. But hopefully these basics help you start exploring your own layouts!
Also, I'm not sure when I'll have time to write this up properly, but I'd still appreciate any feedback. Or if you use different terms in your own practice, I'd be curious to hear about them!
Also also, once you get these basic concepts, it's easy to spin out tons of levels fast. The next challenge is how to learn how to tweak these layouts to create *memorable* layouts with strong identities. That's, uh, much harder to do :P
I should create another couple examples with less rigid spawn structures... In short: when the map doesn't have clear team sides, "skirmish lines" instead behave like bubbles of territory. This also happens with wide or dense layouts where flanking is easy.
I'd buy this book
haha thanks, afraid I don't have the time though
Are Markov chains a common tool for playtesting/analyzing maps, similar to "hot spots"? That is a new concept for me.
Afaik, it's an unusual shorthand. I find it useful, personally.
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