Best Practices of Using Positive and Negative Space to Control Combat and Flow in Tactical Multiplayer First- Person Shooter Game
Cheng
HUANG
Level Design
Best Practices of Using Positive and Negative Space to Control Combat and Flow in Tactical Multiplayer First- Person Shooter Game
For my Thesis project, I explored how the deliberate design and arrangement of positive and negative spaces in a tactical team-based multiplayer First-Person Shooter( FPS) map could influence player behavior and combat flow. Positive space refers to solid geometry such as walls, cover, and structures, while negative space refers to open, traversable areas. I developed a set of best practices that used these spatial elements to shape player flow, control encounter rhythm, and support balanced gameplay.
To test these practices, I designed and built“ de _ village,” a 5v5 bomb defusal map for Counter-Strike 2, set in a rural village. The map featured intentional spatial density shifts including enclosed areas that slowed players and fostered close combat, and open areas that
accelerated movement and heightened risk to create natural pacing variations. I evaluated the map through heatmap analysis of combat encounters and posttest survey responses from 20 playtesters on two 5v5 matches.
I chose this project because of my passion for FPS games and my curiosity about how spatial design shapes player experience. The research took nearly one year to finish, during which I deepened my understanding of how spatial composition impacts player behavior and map balance. The best practices I developed and tested offer a structured framework that level designers can reference when creating or iterating on multiplayer FPS maps.
42 LEVEL DESIGN