Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Multiplayer Map Design

Discussion in 'Game Design' started by pizzasmart, Dec 16, 2017.

  1. pizzasmart

    pizzasmart

    Joined:
    Sep 1, 2017
    Posts:
    2
    Hello! I'm new to the Unity forums so excuse me if this isn't in the right category.

    I'm working on a class-based first person shooter and I'm asking about how to create maps designed for multiplayer in this regard. How can I design multiplayer maps so classes can feel like they have a use? I understand already that the stealth class should have a flanking route and the sniper role should have a long hallway, but what other design choices are there to suit the rest of the classes? I don't want multiplayer maps to be too class oriented is what I'm trying to say.

    CLASSES
    Each class can have one of two abilities, and each ability defines their role (eg a Juggernaut using Slam is a Brawler). Only one class mod can be equipped.

    Scout

    The Scout armour is optimised for reconnaissance and survival in any terrain. Good for veteran players
    Roles: Recon (long range, marking enemies), Gunrunner (fast CQC)
    Ability: Mark
    Mark enemies that you look at directly. Marked enemies can be seen through walls, on your radar and by your team
    SAB (Speed and Health Boost)
    When SAB is injected; the leg muscles contract and the armour’s integrity will go into overdrive, meaning that the user will run faster and armour integrity will quickly regenerate.
    Passive: Jump higher and gain the ability to slide
    Scout mods: Marker (marked enemies stay marked for longer), Weak Point (marked enemies take more damage), Shock Absorbers (Shoot while sprinting when under the influence of SAB)
    Health: 100
    Speed: 2m/s

    Stealth
    The Stealth armour is designed for infiltration missions. Good for intermediate players
    Roles: Infiltrator (spread chaos among groups), Assassin (single enemy takedown)
    Ability: Cloak
    By refracting light, the user will be harder to track and spot.
    HST (Heat Signature Tracking)
    Built-in infrared goggles allow the user to see any heat signature through walls.
    Passive: Make less sound, deal more melee damage when behind your enemy
    Stealth mods: Mapper (Enemies revealed by HST can be seen by friendlies and are marked on both yours and friendlies’ minimaps), Echo (HST’s radius is increased), Low Profile (Firing weapons will not disable Cloak), Battery (Cloak’s duration is longer), Execute (While Cloak is active and a target is in your crosshairs, melee to dash forward a short distance and perform a special melee attack), Killing Blow (Killing an enemy with a melee attack fully restores Cloak’s duration and cooldown)
    Health: 125
    Speed: 1.75m/s

    Aerial
    The Aerial armour is suited for long range combat and elevated terrain. Good for veteran players
    Roles: Sniper (long range combat), Bomber (elevated bombarding)
    Ability: Jetpack
    Enough power from the twin rockets strapped to the user’s back will allow them to fly.
    Drone
    Send out a drone that will attack enemies
    Passive: Reduced fall damage.
    Aerial mods: Efficient Fuel (Jetpack can be used for longer), Hover (ADS in the air to stay stationary), Strafe Rockets (Jetpack gives more movement control), Afterburner (Improved Drone movement speed), Dreadnought (Increased Drone health and damage), Laser Guided (Using the Drone skill while looking at an enemy will pinpoint them. The Drone will focus on the pinpointed enemy and deal more damage to them)
    Health: 150
    Speed: 1.5m/s

    Foot Soldier
    The main infantry of the Cloud Army. Good for beginner players
    Roles: Offence (attacking objectives and rooms), Defence (defending objectives and rooms)
    Ability: Particle Bubble
    Create a bubble that allies can group up in. Allies gain an extra layer of armour integrity while in your bubble
    Gyre Rockets
    Launch an unguided rocket salvo
    Passive:
    Foot Soldier mods: Amped (allies do more damage so long as they have touched your bubble), Protector (the armour integrity buff lasts outside of your bubble), Missile Rack (gain three extra Gyre Rockets), Last Resort (When your armour integrity breaks, your Gyre Rockets will fire regardless of cooldown)
    Health: 175
    Speed: 1.25m/s

    Medic
    The Medic armour is designed to assist friendlies mid-battle. Good for beginner players
    Roles: Healer (healing friendlies), Buffer (buffing friendlies)
    Ability: Recharger
    Adds the Recharger mod to all guns. Press the ability button to heal an ally that you look at and is close enough. The healing beam will stop if the ally leaves your vision, gets too far away or you press the ability button again.
    Damage Totem
    By placing a totem, it will supercharge allies’ weapons, increasing damage within its radius.
    Passive: Regenerate health
    Medic mods: Ion cell (Recharger travels further and heals faster), Booster (match the speed of any faster healing target), Plural (Heal multiple allies at once), Portable (Damage Totem is activated on your person and has a larger radius)
    Health: 200
    Speed: 1m/s


    Shock Trooper
    The elite and deadly of the Cloud Army. Good for intermediate players
    Roles: Support, Breacher
    Ability: Particle Wall
    Create a wall that allies can shoot through
    Concussion Rocket
    Fire a rocket that bounces enemies towards it and slightly stuns them. The trajectory of the rocket can be changed to lob it in an arc. The travel path of the rocket can be seen while readying the rocket.
    Passive:
    Shock Trooper mods: Portable (Particle Wall is activated on your person and is wider), Defender (Particle Wall’s health is increased), Amped (Outgoing damage from Particle Wall is increased), Countermeasures (Concussion Rocket can disable projectiles by shooting it at them)
    Health: 225
    Speed: 0.75m/s

    Juggernaut
    Powerhouses of the Cloud Army, Juggernauts can take a lot of firepower, and return it. Good for intermediate players
    Roles: Bulwark, Brawler (melee-focused combat)
    Ability: Slam
    By diverting power to the axillaries located in the suit’s arms, the wearer can slam the ground, stunning any caught within its radius and potentially killing them.
    Fortify
    By forcing the armour integrity to go into overdrive, this will make you invincible, but stop you from firing your weapon.
    Passive: Increased melee damage
    Juggernaut mods: Expand (Fortify increases your hitbox, protecting allies), Direct (Slam travels in the direction you’re looking), Protector (Fortify becomes an increased layer of armour, increases your hitbox significantly and allows allies to shoot through the hitbox), Earthquake (Slam’s area of effect is larger), Brawler (Increased melee speed and range) Sentry (Fortify instead adds a shield to the front of your gun, allowing you to shoot but only protecting you from the front), Vanguard (While Fortify is active, your allies regain health and armour integrity)
    Health: 250
    Speed: 0.5m/s

    If you feel that I am not providing enough information or am being vague, feel free to say so and I will reply to it to the best of my ability.
     
    Last edited: Dec 16, 2017
  2. Lockedbeast

    Lockedbeast

    Joined:
    Jan 7, 2018
    Posts:
    18
    Umm that’s something you should know your self cause no one can really tell you how you should make the map ! Try playing other games and focus on how the maps are and try to make the same then just change it around I guess
     
    Teila likes this.
  3. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    Yeah, really....this is your game. You need to create the design/map that you want for your game. If someone else does it, then it is not really yours, right? You can hire people do the art, even the programming, but you need to be able to give them your design.

    There are a lot of good design books out there. I suggest looking on Amazon and finding one. :) They are fun.
     
  4. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    You will need to understand the various strengths and weaknesses of each class as it applies to various terrain features, and design your terrain so that it doesn't necessarily benefit a small number of classes over the rest. You're not going to really be able to understand what terrain helps or hinders specific classes until you implement them and play test them.

    I mean there is obvious ones, like any class that is basically a sniper will do well on terrain where there is protection to the sides but wide open areas in front of them, and anyone that flies will do well on terrain with limited cover options, but outside of obvious ones you're just going to have to do your best followed by a considerable amount of play testing and balancing. Some of the balancing will be with the player classes themselves, and some will be with tweaking the terrain.