Zhefan Mei
Level Design
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Balance Asymmetric Multiplayer Map with Chokepoint & Sightline
Multiplayer First-Player Shooter (FPS) After eight months of researching and
most popular genres around the world. I had a better understanding of the
games are growing to be one of the
Compared with its core gameplay, its level
evolved the most. From the symmetric UT
level to the sandbox battle-royal map, the
tendency of its level design is becoming
more and more asymmetric and natural.
Thus, map balancing is becoming an
issue.
My thesis provided the best practice about
how to balance an asymmetric multiplayer
FPS map in capture point game mode by
chokepoint and sightline design, to verify
the contribution of Timing, Line of Sight,
and Field of Sight to the map balancing.
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LEVEL DESIGN
developing on the design theory aspect,
multiplayer FPS map balancing and
chokepoint design, especially how the
Timing, LOS, and FOS affect a map. As
generic factors, these three factors can
be applied to any type of multiplayer FPS
games. On the development aspect, I
learned how to build levels efficiently in
the Radiant Engine and accumulate my
methodology to learn a new game engine
quickly.