Phillip Carter-Tracy
Level Design
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Points of Contention on Asymmetric Multiplayer Maps
When designing multiplayer maps, the Through points of contention, I identified
to bring players from opposite teams map, but I also needed to find out
overarching goal is to create situations
into conflict via opposing goals. This
conflict and the resulting aftermath of the
opposing goals are what constitute the
core of multiplayer gameplay.
I chose this project because I wanted
to understand all the elements within a
good multiplayer map that lead to the
how a map’s success is quantified. To
understand how success was marked for
a multiplayer map, I looked to available
datasets and determined that success is
indicated by a nearly equal win-loss ratio
for attackers and defenders on payload
maps.
map being perceived as fun in a player’s My thesis enabled me to understand
multiplayer Team Fortress 2 map that uses guidelines that are key in designing
mind. In my artifact—an asymmetrical
the payload game mode—I utilized points
of contention to design a successful
multiplayer map. Through implementation
and testing of my artifact, I was able
to identify that points of contention are
how designers control flow, pacing, and
balance on asymmetric multiplayer maps
to motivate and direct players toward
conflict and conflict resolution.
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how fun is designed into a multiplayer
LEVEL DESIGN
the required elements and associated
successful points of contention on
asymmetrical multiplayer maps.