Multiplayer design concepts
I've always been a major consumer of tightly focused and strategic multiplayer games. When I was a teenager in the early 2000s, I played Counter-Strike obsessively. I formed teams, organized practice, competed at small LANs (offline tournaments), played scrimmages against other up and coming teams, spent what little money I had to maintain servers for play, and even worked to garner small time sponsorships to develop the team brand. It was something that sunk its' teeth into me, and gave me perspective years down the line about the development and iterative practices in creating levels for multiplayer shooters, and harnessing the power of the competitive drive to develop solid habits in map design that always break down into core concepts that every competitive shooter needs to have.
For this concept project, I developed a 'snap shot' of a title focused on a multiplayer shooter with key design elements that rewards skill based gameplay, engaging mechanics with risks and rewards, an economy of time management, 'micro / macro' philosophy, and the ever important emphasis on player roles within a team structure.
The design of this concept title is based around mysterious runes that have popped up around a fictional world. These mysterious, ancient objects hold immense power, and teams of archaeologists from around the world have arrived in droves to harness these devices, and study their origins.
To best represent a wide array of various game modes, each level concept is a take on established formulas to garner familiarity with the player, whilst adding a twist to these game modes to create a fresh perspective that rewards player skill and team-based strategy.
RUNIC EMPOWERMENT : SOLEIL
Soleil is a 5v5 Attack and Defend level.
Design emphasis is a triangular objective flow with a looping figure eight routing to keep the action moving.
OBJECTIVE
The Attackers must deliver three runes to three points on the map [A / B / C]
The Defenders must stop the Attackers from accomplishing their goal for 30 minutes.
BROAD STROKES
The map opens with a 1 minute warm-up period before jumping into the set-up phase of the level. The Defenders have free roam of the map up to the Attackers spawn, which is protected by a energy barrier. The Defending team has access to all points on the map, though C does not become a viable target for the Attackers until both A and B have been captured.
Each site has 2 energy barriers that can be activated by the Defenders, which will deny entry to the most direct access to the sites. However, each site has back access that the Attackers can use to circumvent the barriers, though these paths are less open, and more prone to Defenders funneling the enemy into tightly held angles where they will have height and item advantages. Attackers can attack these barriers to bring them down, but they require focused and consistent fire before they can be destroyed. However, if the Defenders utilize these barriers, they can not pass through the barriers themselves, and the energy transfer to power these barriers will lessen the capture time of the Attackers per site / point. If a rune is dropped on the map, it will automatically respawn in the Attackers base after 30 seconds if no Attacking player picks it up. Each capture 'empowers' the Attacking team, granting them additional health regeneration at the first capture and a damage increase at the second capture point.
Additionally, the Attackers gain access to a teleporter after each capture, allowing them to gain ground more quickly, and get into the fight faster. The Defenders can power these teleporters down for a limited time, delaying the Attacking team.
Players always respawn, with Attackers taking on a 10 second respawn time, and Defenders in full control (all points are open) having the same respawn time. After a point is taken, that respawn time increases by 5 seconds, to a full 20 second respawn time to prevent the 'die-back', where Defenders throw themselves on the final point, taking advantage of the lower respawn time.
STRUCTURE
Overview with over and under split.
Runes
The objective for the Attackers is to get a rune to the capture points and empower them to win the game. Runes take a full 30 seconds to empower, though redirection of power into the energy barriers by the Defenders overcharges the empowerment control point, reducing the empowerment time by 5 seconds per barrier powered. Once a rune is empowered, it floats above the capture point, giving a permanent increase to health regeneration and / or damage increase per rune empowered.
Spawns
Where the players start. Defenders start high above the C point, while the Attackers start street level in a small contained area. Each spawn is protected by a barrier, allowing only one team to pass through. It's also impossible to shoot through these barriers.
LANES
Every map should break down into recognizable areas of movement. Lanes present opportunities and challenges for each team. An uncontested lane allows Defenders to roll up defensive lines and flank, while Attackers can send lone wolves to create chaos against lesser defended areas.
Soleil contains four primary lanes, interconnected with one or more tighter routes to allow a freedom of movement, attack, defensive postures and skillful engagements through map knowledge.
ALLEY
Alley connects off of Middle from the Attacker's spawn. This area also connects to the primary A route, as well as a small back alley route to A. Alley creates a perfect position for Attackers to prepare an assault on A in relative safety. Despite this, Defenders can also push for information, utilizing Alley as a surprise attack against the Attackers.
Alley contains a Max Ammo, Max Health by Back Alley, 1 Medium Armor, 2 Medium Ammo closer to the Attacker's spawn, Small Ammo near Middle, Medium Health and a Small Armor.
Streets
Streets is the primary and most direction route to B and the side barrier entry to B. This area contains several connections to B, as well as Perch (right side), Temple (left), and Passage (middle). Streets also contains the most direct engagements for both teams, as the middle connector allows free access to both points. Streets also features a 180 degree split, allowing Defenders to hide and engage unwary Attackers who do not properly check their angles.
Streets contains 3 Small Ammo, 1 Medium Ammo, 1 Small Armor, 1 Medium Health and 1 Small Health.
MIDDLE
Middle is the longest engagement zone on the map. This area is the split between A and B, and thus has the most areas of standing cover. The Defenders also have a neutral barrier to the far left in Connector, and must always contest this area to maintain control and deny the Attackers any access to splitting the defense with Middle control. Because of the importance of this area, pick-ups are sparse. Cubby in the back left does contain a Mega Health, though its' position here takes on considerable risk. Middle also contains Perch, which moves towards B point, as well as the most direct access to Market to the right.
Middle contains the aforementioned Mega Health, 1 Medium Ammo near Connector, 1 Small Health, 1 Medium Armor and 1 Small Health on Perch.
MARKET
Market acts as the alternate middle connection towards A. Tight and compact, this area presents the Attackers with two angles of attack provided they have Middle control. The primary route to the top left (Lattice) presents considerable danger to the Attackers, as the open angle of engagement and lack of cover means forward progress in mandatory. Defenders defend from Stage (bottom center), though they can also mount a defense from Crates (top middle) and Door (right side middle) with the pick-ups available here. This also presents considerable issues for the Defense, as the aggressive position has little space for retreat.
Market contains a Medium Ammo and Small Health near the Lattice entryway, a Medium Armor behind the cover to the left, a Max Ammo in Crates, a Small Armor and Medium Health at Door, A Small Ammo and Max Armor on Stage.
Map POSITIONS
A gallery of all positions on the map. These are typically called 'Callouts', short, easy to remember and recognize places in the map. This allows teams to co-ordinate efficiently to attack, defend, or execute strategies.
BARRIERS
Barriers, barring the Attacker and Defender spawn barriers, present a gameplay choice for the Defenders to utilize. Activating the Barrier Control device will switch on the connected barrier, providing a wall that can sustain massive damage before it falls. This allows the Defenders to better move players around the map, or overload a control point with additional players. This conscious choice allows for more dynamic defensive options and switches up the standardized allocation of players in even splits (a typical 2A / 2B / 1MID scenario). However, the penalty for this tactical decision reduces the empowerment time for the Attackers at a 5 second reduction for empowerment per barrier activated on a point.
The neutral barrier provides no such penalty. However, this blocks the quicker rotation for Defenders and Attackers alike, forcing teams to take a route through a small doorway to split the Middle, creating a choke point.
The spawn barriers have no associated penalty, and allow both teams some respite from spawn camping, and immediate death after respawns.
TELEPORTERS
Teleporters are activated for the Attackers once a control point has been captured. Each control point has its' own respective teleporter in the Attacker's spawn that allows them to quickly advance to the next or final control point. Runes are able to teleport with the player, and teleports take 2 seconds to activate and move. Defenders caught on the exit teleport can be instantly killed with the traditional 'telefrag' if an Attacker comes through.
Defenders can sabotage a teleporter and disable it for 20 seconds once they are active by activating the teleporter controls to the side of the teleporter. This process takes 5 seconds and leaves the Defender defenseless while sabotaging.
CONTROL POINTS
Control Points are the devices that empower the runes and grant the Attackers additional rewards to defeat the Defenders. The Defenders activation of barriers will reduce capture time for these control points as previously mentioned. Capture time for a partially engaged (meaning no barriers have been activated) requires 30 seconds, though with barriers this can be reduced by 10 seconds overall.
A site is a considerable feat for the Attackers to take control of. On the high ground, the site has two connections from Stage, allowing Defenders to reduce their angles of defense, allowing them to funnel Attackers into tight killzones, provided control of Market has been obtained. Additionally, A also connects from Market through a smaller staircase that leads to one of the two enveloped arches, protected from Stage. Back Alley can be locked off with a barrier (A 02). If not used, Defenders can isolate Back Alley from Stage, or play from A Teleporter arches. The frontal barrier (A 01) has an elongated sightline that favors the Attackers with pick-up composition and a short wall they can peek from. However, with barrier use here, the Defenders can flank through Market and backstab the Attackers while they attempt to take down the barrier.
B site is a bit easier on the Attackers, allowing them to take down the frontal barrier (B 01) from the safety of Temple. The side barrier (B 02) is a much more difficult task, requiring control of Middle by way of Eagle, Passage and/or Middle itself. Defenders can choose to defend inside the site itself, engaging from the tighter hallways of Storage with healthy Max Ammo and Medium Armor pick-ups, or play from Stack. Additionally, Defenders can play outside of the site provided the frontal barrier (B 01) is up, instead engaging from Triple Arches with the Medium Health and Small Armor.
C site is the final point and is a monster of a take from the Attackers. The initial approach to the frontal barrier (C 02) contains a long sightline, though the Defenders must be on the ground floor to engage this angle. However, the Defenders can be punished for this from a Benches wrap around by an Attacker. The side barrier (C 01) is an alternative path for the Attackers, an excellent choice off of an A teleport. This requires a horseshoe path, with ample pick-ups in a Medium Health and Small Ammo at Horseshoe, a Maximum Armor and Medium Ammo near Pot. This area makes a great preparation area to commit to a full execute of the final point. Defenders take the high ground with 5 total arches at Nest, allowing them to take on considerable angles with relative safety, though they are unable to stop the capture by Attackers. And with the increased respawn times, the Defenders must heed caution.
ITEM COMPOSITION
Items are the bread and butter of arena shooters, allowing teams to stay in the fight, and their placement and composition in a level can create unconventional situations, as well as exciting moments. Items are broken down into three typical variants: Health, Armor and Ammo. These each have three variations, Small, Medium and a limited quantity of Mega / Max.
Each player starts out with 100 Health, 0 Armor, and Full Ammo on their respective weapons.
The Mega / Max variations require some special attention, as they can turn the tide of battle, especially for players who have solid map knowledge. The Mega-Health provides an instant +100 to Health, and provides an additional +50 Health that decays by -1 Health per second on full health players. Armor Max provides an additional +25 to Armor, decaying at -1 Armor per second to fully Armored players, and a flat +100 Armor otherwise. Ammo Max is a complete restock of weapon ammo, and has no additional benefits.
There are 3 Mega / Max variants on the map, 21 Health items [12 Medium and 9 Small], 17 Armor items [6 Medium and 11 Small], and 24 Ammo items [12 Medium and 12 Small]. The strongest consideration for composition is Health and Armor. Players must fall at some point, and being too generous with pick-ups will destroy any sense of emotion in the player, from their fears of dying during a crucial moment, to the nervous moments when they are low on health and armor during a tense moment. These are the moments players hunger for, and being spartan about distribution is key to creating desirable moments for players. More adept players will abuse these pick-ups, favoring movement around the map that gives them the strongest 'stack' that allows them to engage on their own terms.
Ammo however, is a plentiful pick-up. A player who runs out of ammo isn't always being wasteful with it, but could be engaging multiple targets and a lack of distribution across the map doesn't play fair to the player's desire to actually engage enemies. This lessens the impact of their ability to accept the invitation, in relative game design terms, since they are handicapped in their ability to actually play a game that requires shooting / combat.
To this end, Ammo is maintained on a 6 second respawn timer for all variations except the Ammo Max, which sits at a 15 second respawn. Armor has an 8 second respawn (Armor Max is 18 seconds), and Health respawns at 7 seconds (Mega at 20 seconds). This keeps maintenance for smaller items relatively easy across all 16 players, and the Mega / Max iterations relatively rare and designated for key moments rather than accidental pick-ups.
Strategy
Terminology
Before diving too far into strategy, it's important to understand some competitive terminology, derived from games such as Counter-Strike. This terminology is mostly agnostic of the games themselves, and are standard in competitive play.
Rotation – Defenders pull players from one site to another, mostly in anticipation of an attack, or to set up a retake of a control point.
Retake – Defenders attempt to regain control of a location / site / control point that they have either given up or lost control of.
Wrap / Wrapped – Defenders flank / surround the Attacking team, often from rotating Defenders.
Default - Attackers spread themselves across the map (mostly) evenly, as to gauge potential weaknesses and identify Defender locations.
Executes – Attackers attempt to take control of a site through coordinated attacks.
(Full) Commit – Attackers bring all players to a singular location / site / control point.
Bait – To draw out players / shots to determine enemy positions on the map.
Fake – To falsely engage an execute or position with the intention to draw players towards or away from a specific area or resource.
Stack – To overload a Defensive position with more players.
Risk vs. reward
In the systems of the level, I've created many elements that put pressure on both teams to take on additional risks with a potential pay off that can change the tide of the game and prevent the all consuming 'snowball' effect present in many competitive games.
Utilization Of Barriers
Defenders
The barriers are a device that Defenders can utilize to cut off angles from the Attackers. This is a potential reward that allows the Defending team to rotate additional players into a site temporarily for a stronger, barrier-less defensive posture. However, if the Attackers break a barrier fortified site, the Defensive rotation will be delayed into a retake, which presents risk for the Defending team. The Defenders will have to contest a broken barrier site to regain control, and now their site's capture time has been reduced due to their use of the barriers.
Attackers
The Attackers also take on risk in terms of economy of time management. Wasting time breaking down barriers without taking out Defenders creates potential issues in a full commit, where the Attackers pull the entire team to take out the barriers, but opens up the potential wrap by the Defenders. Understanding where the enemy team is in relation to the layout of the map by spreading the Attackers into a default allows the Attackers to always have presence on the map to apply pressure, but this weakens un-coordinated executes. These 'micro' adapted strategies allow the Attackers to hammer sites, but a fully rotated Defense with barriers up creates a quagmire of combat that wastes time for the Attackers and gives the Defenders the upper hand. The Attackers offset this danger with a reduced capture time if barriers are present, allowing strategical elements of pressure to corner the Defenders up against their own barriers, creating a scenario where the Attackers can swiftly destroy the Defense and also capture quickly to move forward.
Runes
Defenders
While runes are not usable for the Defenders, they do create some potential rewards. Knowing that a rune is down helps aid the Defense in tightening their control on the map. The Defenders can begin to isolate angles and positions on the map for 30 seconds, even baiting the Attackers into picking up the rune to reset the 30 second timer. However, with three on the map at anytime, this can be used against the Defenders through feints or fakes. This pulls in the Defenders while the Attackers commit elsewhere.
Attackers
Despite the runes being the primary driving factor for the core gameplay of the game type, runes allow the aforementioned feints and fakes. A lost rune is only down for 30 seconds, but that time frame allows the Attackers to make commits elsewhere on the map as the Defenders camp the rune. However, having two or three runes down pressures the Attackers to push to recapture the runes, or run into scenarios where the Attacking team has a site, but no runes for capture, wasting precious time vying for control of the runes or otherwise waiting for the respawn.
Teleporters
Defenders
The Defense never has access to teleporters on the map. They always respawn at their own base and must make the trek to each site. Luckily, the structure of the map gives the run time in favor of the Defense, meaning they will always reach a site before the Attacking team from spawn to spawn. However, once a site is captured, the Attackers also gain control of that teleporter, allowing them to move up in map, decreasing their time to objectives. The Defense does have a hand in dealing with teleporters. By retaking a captured site, or wrapping a lone Defender or two behind the Attacking team, they can disable the exit position of the teleporters for a full 20 seconds. A Defender must spend a full 5 seconds to disable the teleporter, but this creates an excellent opportunity for the Defenders to make up some lost ground by having the Attackers either make the full run from their spawn to the next point, or use a teleporter from the other captured site. This funnels the Attacking team temporarily, allowing the Defenders to re-organize their defensive posture to stack on incoming threats.
Attackers
Teleporters simply allow the Attackers to quickly move up in the map nearer to the next control point, or possibly create pressure from multiple angles. A good tactic would be to split incoming Defenders from outside of their spawn area, allowing Attackers capturing the secondary control point a relief from a stream of incoming defenders. However, splitting up movement of players through the teleporter also spreads out the Attacking team, creating potential situations where the Defense can confidently create chaos in unison on weaker numbers of Attackers.
possible player composition scenarios
Understanding the player is always key in developing an environment in which the player flourishes with core components of skillful mastery inside the level. Level knowledge is the player's ability to read the level layout and comprehend where everything is in the map, aided by placement of signs, objective specific assets and clustering of item pick-ups. Additionally, players need to develop mechanical skills, such as aiming, situational awareness, reaction time, communication, player placement and movement. These can all be obtained through a dedication of time, and derived from failure and faults into more balanced observations to develop a more robust play style.
However, less experienced players also glean off of their betters, picking up nuances from demo videos, youtube tutorials, twitch streamers and forums. This is something that did not exist ten or so years ago in the way the player now approaches their ability to 'level up' their skills.
What I'm conveying is this: If a game's level designer is not inherently invested in this as well, even a game that does not wish to compete with the 'Big 3' (CS:GO, DOTA2, LoL), it's still worthy for the core gameplay to invest in skillful systems of design that provide a learning curve that requires time, practice and a reduction of random events. And by association, a level designer must be thoughtful about how professional e-sports players or full-time, dedicated streamers will take on a map in a team dynamic, even if the end goal is not about creating the next e-sport. What takes time to learn and master creates an enjoyment on multiple fronts: The desire for mastery, the passion for the challenge, the want to win and the hunger for more.
With that said, this next section takes in full context of my own time spent playing competitive Counter-Strike. I know how players will tackle this map. I can mentally observe and break down the map as I build, and create strategies for player composition as a Defender or as an Attacker. This allows me to create a level while visualizing scenarios of play based on the map's structure. For clarity, I'm going to be focusing on the Defense exclusively, as this provides the most versatility in holding each point, as well as more complex team compositions.
DEfenders: [a] site aggression
In this scenario, the Defenders have taken on an aggressive posture for their defense. D1 pushes through Back Alley to Alley, with D2 in support. D1 has access to Mega Health and shares Armor Max with D2. Together, they play off one another, taking engagements and then backing off, drawing Attackers in. Meanwhile, D3 takes on a more passive role, adding to support of D1 and D2 if they are pushed back or one falls, helping to aid in the defense of A. D3 focuses on Lattice, if any players get passed D4, who observes from Middle. D3 has plenty of access to items, allowing him to rotate to Middle if D4 is harassed. All barriers are off with the exception of the frontal B barrier, allowing D4 to rotate to a B defense. D5 stays in reserve, giving up any B control, opting for D1, D2 and D3 to fall off of their aggression, have D3 take over Middle while D4 and D5 take back B control from the Attackers provided they gain access to the site.
Defenders: [A] bait hold
Here, D2 acts as bait, drawing Attackers into the site from Back Alley, allowing D1 to take them down as they chase D2. D2 also acts as a secondary bait for D3, as D2 is able to peel away and bait for Lattice, allowing D3 to back stab on Attackers who pursue D2. D4 stands by Triple Arches, looking towards Eagle and Passage. D5 sits in B site solo, taking a slightly aggressive posture by defending from the barrier switch, allowing them to bring up the barrier provided there is a hit from the Attackers. The barrier is activated on Middle and the frontal A barrier, preventing D2 from being overrun, D1 to maintain their hidden position, and D4 from being swarmed from Middle. The B side barrier is also activated, allowing D4 to retreat if pressure comes from Eagle and Passage. D4 can move to Storage and D5 can activate the B frontal barrier, turn towards the entrance to Storage from their position, and funnel the Attackers into the cramped Storage passageway.
[A] Retake, Double Middle
Now the Defenders focus on taking total control of Middle, defending B, and retaking control of A if the Attackers get through. D1 and D2 rush to Middle, taking a crossfire position, with the Middle barrier activated to prevent flanks from Eagle and Passage. D1 or D2 can make a rush to the Mega Health, and D2 has ample access to retreat off of Middle to snag an Ammo Max. D3 plays Stage, focusing on defeating enemies who take Lattice control and pushing through the exposed section of A site. D4 maintains Triple Arches watching Eagle and Passage, with D5 playing way back in Storage on B side. D1 can easily rotate to B and A, with D2 active as a support with D3 for A side retakes. Both barriers are active for A, allowing D3 to focus on Lattice.
DEFENDERS: ALL AGGRESSION
Typically a risky move, Defenders can opt for an all out aggressive hold on the sites. All barriers are active on the map, sans Middle barrier. D1 takes on Alley, looking into spawn, D2 plays from Lattice in over watch, D3 sets up a crossfire with D2, allowing D2 to also fall back provided they are overwhelmed. D4 plays close up on Passage, funneling Attackers through to Perch, while D5 takes on Temple. D5 can also push into Temple and make a stand there, as item pick-ups in that area allow them to stay in the fight. The barriers are active to allow the Defenders to fall and not risk losing immediately, as their 10 second respawn and movement back to the fight can be costly. The Middle barrier not being active allowing D3 to be a dedicated support, rotating from Middle to one side or the other.
[B] retake, double middle
Now B is set up for a retake. D1 rushes to Middle, with D4 in reserve support. D4 can switch between Middle to Eagle observation and engagement with relative ease. D5 plays from Triple Arches, D2 plays from Stage, rotating in and out of the area to support D3, who sits dedicated A side near the barrier controls if there is aggression from the Attackers. Barriers are active solely on B.
default
An optimal standard of play. the Default spread for Defenders relies on each player holding their own, with little ease of access to any barrier controls. D1 plays from A side Teleporter area watching front A, with D2 playing from Stage, switching between looking at Lattice and Back Alley. D3 watches Middle near Crates, calling when Attackers make it to Lattice. D4 plays up on Triple Arches, holding the Eagle and Passage watch. D5 watches B from Storage, acting more as an observer than someone who engages Attackers. Only the Middle barrier is active, preventing D4 from being flanked from Middle provided D3 is overrun.
initial aggression
Useful for early round engagements, the initial aggression acts as a way to knock some Attackers down early. After this, the Defenders can pull back to their respective sites and play into a default, or based on their assessment of Attacker movement, can set-up a stack. D1 plays from Alley looking down to Attacker spawn, D2 plays from Lattice and D3 from Perch, setting up a simple overlapping suppression. D4 plays from Streets, taking the long angle view to Attacker spawn, and D5 plays from an aggressive position in Temple. D5 can also pull back, taking on Health items as they retreat to site. No barriers are up, this early push is a simple 'one and done', and is more about applying early pressure to the Attackers and immediately switching into a default position set-up.
[c] hold, front barrier up
Finally, the C hold is next. The Defenders have lost A and B. As a final stand, the Defenders can set-up a stiff defensive posture that allows them to maintain a strong field of fire on two different areas. D1 plays by the Red spawn barrier, watching through to Horseshoe. D2 assists, watching for Attackers that move out of D1's line of sight. D4 assists from Nest, allowing them relative safety from being overwhelmed. D3 and D5 set-up another crossfire, watching from Benches. The frontal barrier remains up, allowing D2, D3, and D5 to play on the ground. With a total of 6 items, D2, D3 and D5 are able to maintain their positions. D1 has access to retreat into the Red spawn barrier, but D2, D3 and D5 remain dedicated to the fight.
final thoughts
Runic Empowerment, and Soleil overall, proved to be quite the challenge to develop. I went into this project with the desire to create a complete picture of level design that emphasizes unique gameplay decisions with complex mechanics that the player would be able to play from a casual perspective, but still be invested in a more competitive environment that requires map knowledge, team work, and a desire to adapt tactically. I believe that Soleil, and Runic Empowerment furthermore, achieves this. There are many variations of how the player can approach each situation and make incredible, game changing plays. As with everything in level design for me, it was an absolute blast to work on.