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11/3/2010 11:36:08 PM
163

Carney's Crash Course: Map Design 101

Get your learn on. [url=/news/content.aspx?type=topnews&cid=29601] click for full story [/url]

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  • Something that no one else has brought up about the article yet was the bit on balancing infantry and vehicles. This is actually an issue that I'm having with a map of my own that I'm designing presently (UT3, not Forge. Sorry). I think that the whole U-shaped canyon thing that Avalanche, Danger Canyon and Sidewinder did was an inspired solution. The main canyon area gives the vehicles plenty of space to murder each other, while the in-between-the-bases areas provide a space where the on-foot players can get to each others' bases in a reasonable amount of time without having to worry about getting rocked by a tank. A wise man once told me that the average walking speed of a video game character is 5 mph, whereas the average vehicle speed is 50 mph. That means that any vehicular space has to be ten times larger. Of course, this also means that the on-foot player takes ten time longer to traverse the space, which gets boring fast, especially when that walk ends with a tank shell to the face. Sidewinder and Avalanche did a good job of solving that with the man-cannons/teleports, but I was wondering what other sorts of solutions other people have come up with. What I'd really like to see is some sort of Bungie.net weekly column on various map-design issues. It's really great for aspiring Forgers when these sorts of articles show up, and I'm sure I speak for a lot of people when I say I'd like to see more of them. Also: Cage is fine. If you hate it so much, veto it when it shows up.

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