Multiplayer FPS Level Design: a Matter of Balance & Flow
Tags: balance, CTF, Design, flow, game design, Level design, Quake, quake 3, Team Fortress 2, tf2, Unreal Tournament, UT
I have spent more time then I care to imagine playing videogames, a lot of that has been playing multiplayer shooter games like Counter-Strike, Unreal Tournament, Perfect Dark, Uncharted 2: Among Thieves, and the like. As such, over that time I’ve come to some derive some theories on how multiplayer levels should be designed, based on my experiences.