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# General Gameplay

Mapping
Author: DavidM
GENERAL
All these data are only valid for games with the default settings (hardcore mode, 100% speed, etc ...)
- Long jump: 256 units (with speed 768 units)
- Double long jump: 512 units (with speed 1152 units)
- Dodge + long jump: 768 units (with speed 1280 units)
- High Jump: 64 units (with speed 128 units)
- Double jump: 128 units (with speed 256 units)
- ShieldJump Vertical: 512 units (with berserk units in 1152)
- ShieldJump horizontal: 1024 units (with speed 1280 units)
- Distance to dodge : 320 units (with speed 448 units)
- Wall-Dodge : 448 units (with speed 832 units)
- Wall Dodge- jump +: 832 units (with speed 1600 units)
- Maximum height of fall without taking damage: 768 units
- a player Size: 96 units (56 units in a crouching position)
- Minimum height of a ceiling for jump: 160 units (224 for a double jump)
- Maximum height of a step (for the construction of a staircase): 40 units Testing conducted by Gui, Simeon Lord, Qbic and Switch (if you know of other measures useful, feel free to communicate and these data will be updated) SOME THOUGHTS Gameplay - some thoughts first part, by DavidM (Gui translation) I just wanted to talk about some thoughts about the gameplay . Most cards you find are completely devoid of thoughts , and I hate when the level designers do not think about ALL that they add to their map, you feel it when you play a level that was not planned. Now I will show you some examples for ideas of gameplay that I appreciate. It's just about 1contre1 or 2contre2, because games with 16 players or so it's just spam and it does not take a good layout . This is a scene of DM-Codex , you know that. .. I love things like this : Player 1 Player 2 lane take the stairs (blue arrow on the left) and he knows that the other goes out to the second blue arrow. But if player 2 knows that player 1 is waiting for the frag on the floor, it can retrace his steps to the fool because he knows that he expects him to follow up the stairs at the end. When you build things like that, it is important that a player can control all outputs , it is not very exciting if the output of the stairs is also on the level ... This is a Another example of DM-ArialSE over a top view (admire my mastery of drawing). (Translator's note: this card can be downloaded DM Mame in "Ownsme" site-staff DavidM URL = http://www .planetunreal.com / teamvortex / davidm ) Very similar to Example 1. Player 1 can see the two outputs of the way. He knows that player 2 is somewhere in the path but not exactly where ... Player 2 knows that player 1's expected ... Good location ... Be careful that there is an interesting object in this passage so as to have a good reason to go there ... You can the spice thing. Put a few vials of life ( Health Vials ) or objects in this passage (picture below), so that if player 2 is stupid (sorry guys ...) the player can hear a 2 when he picks up these objects. There may also have water so shallow that one follows the steps of 2, but it can also be a bit too easy for one. following example: DM-Deck16 , you all know ... While you're reading this, take a look at the images below. Player 2 is on the lower level, he wants to nab the Greenbelt Protection ( Shield Belt ). Now player 1 knows where he can catch. The only player 2's paths to go up are: - the elevator (1), fairly easy for a player to kill him - the teleporter (2), player 1 can burst with the Rocket Launcher or Shock Rifle - he picks up the Boots of Jumping and jumping in (3) Again on the same principle, player 1 knows where Player 2 is a position and it can monitor all three outings ... Just as important : Player 1 is informed - he hears the sound of the elevator - it means that the teleporter - he hears the sound of Jumpboots imagine this area without her, it would not work! OK, in Deck16 there is a fourth way to go , jump on the bar of the Greenbelt Protection with Jump Boots, and from there on the bridge over ... The map could have been better conceived here ... My goal is not to encourage you to copy these scenes as they are, I'm just waiting for you to start thinking about this stuff (if you have not already done). I'll add other things like that soon ... If there is a particular topic on which you want a tutorial keep me jus ... And please let me know what you think of it This davidm@planetunreal.com (in English or German only) SOME THOUGHTS (2) Gameplay - some thoughts 2ére part by DavidM (Gui translation) In the last tutorial I was talking about good gameplay, I would like now to talk about how not do , I think it helps enough and bring you to think of each brush and actor who can influence the gameplay of your map. Read "Gameplay - Some Thoughts 1st part" before. The predictability factor is important. I start with the one. You are the whore robot in red and green is the guy match your opponent, it is by bar the way with the question mark (follow the arrow). Here, you do not know whether to turn left or right. In the previous tutorial, I said that you had just to be able to control three outputs, but in this example the paths are too long and too slow my rocket, and DM-Stalwart you can not really see any output because your field of vision is only 90 ° on each side. To fix this, you need sound indicators , as an elevator, the sounds of objects, or water ... When he takes the overpass you will hear his footsteps in the water, on the other side it certainly Chopera vials of life ( Health Vials ). IT IS FUNDAMENTAL you hear SOUNDS EARLY ENOUGH If water or vials arrive too late, you can not run fast enough to catch it. To be sure it picks up objects, you can do as in the following image, in this case n ' there is no choice, it MUST take them or he does not choose that path and just waiting for YOU ride home. This is the "most vial". The path must be narrow and long enough (you should not be able to avoid them with a single jump) so that you can not cross without picking them up. Red = you. Green = your frag that breaks ... He can follow the blue arrow ... and you have no way of knowing where it goes. It can be anywhere by taking the A or B, the only way to join is C, but if he takes the A you have no chance. This is a solution to fix it. Green dots are a window (you can not shoot through). If A takes the path you can see out the window and catch it by B. You can also use the trick of the buzzer if needed ... And do not argue in two dimensions , these drawings are not supposed to be a top view! A path can be a lift and point B where you chopez your enemy is on a higher level. So out of pity, not map to the DM-Stalwart . This card was made ​​for beginners because a flat level is easier to coordinate. Now something that many people often ask me syndrome Room-Corridor-Room (or CPR for Room-Corridor-Room ). It's something like this ... This is the way that beginners and the level designers at ID (do this would be the same, anyway?) construct their maps. Large rooms connected with long narrow corridors. Not hard to understand why it sucks. As CliffyB has said one day: Avoid room, corridor, room "by creating a map that returns to itself without forcing or even appear to become monotonous. Make your rooms interconnect seamlessly with each other, like a motorway junction or a snake eating its tail. " OK, most people will say "what's he saying?" The problems of SCS are: - the long narrow corridors - the rooms are connected on a level to prevent this: - build some rooms - 128 units let them - now, add large doors instead of corridors - finally, connect the rooms on two or more levels (!) It makes a big difference (and now you have a snake biting its tail * cough *). A good example is map DM-Pah , you can find it on my page "Maps" to http://www.planetunreal.com/teamvortex/davidm/ . The next problem happens to those who try to avoid the syndrome SCS c is that the map is too open , you can see from one end to another level ... This shit is void and should be avoided. I do not have to tell you how to fix it, it's pretty easy, you just need to know that this is a problem. Review your maps and if they are too open, block the view (by placing a box, a pillar or just relocating a door ...). You can see this issue in DM-Pah , it is too open in some places, check it peeps, because "how not to do" is very important in the mapping ... Feedback and suggestions davidm@planetunreal.com (in English or German only) FLOW Gameplay - flow, by DavidM (Gui translation) I just wanted to tell you about the flow in a multiplayer map, a few clarifications. I start there ... Too often I see things like this: The mapper must ensure that the player take the vials and then his opponent knows where it is. But in this case, I would take not too much work. Poor flow ... Why not like this? It's easier to pick them up . The only things that should be placed in hazardous areas is the Belt of Protection ( Shield Belt ) or possibly a weapon. But most of the rest is not worth the beatings. So put the gear so that the card "flows". Also, be careful with new brushes that pass through the pipes. It will avoid you to stay stuck between the pipes. That's why you should avoid this kind of thing: You will be blocked on all these lights ... it's not easy to avoid them during a gunfight . Same here: You will be stuck on these pillars. I just edited this one a little bit to show you how it works. This way, you can not get stuck on it and it does not look uglier. Watch out that this contour is up at least 32 units, because it has to be higher than the maximum height of a player's jump. Be sure nothing is hanging over , you could stay stuck against the lamps if they hung above (this is not the case here). Now you can get stuck when you jump. So to make it perfect you should set the height to 64 units. It will be impossible for you to be blocked but it will not be as pretty, as is the gameplay just does not make too much attention to it. Back to the placement of objects. Another example of how to kill the flow : Imagine you want to get through this room (you enter and exit by A with B) and you also want to pick up objects. You must follow the green path: Instead, you can place objects on a line like the following image, it will be easier: Another example of how not to do: By far too complicated ... and Feedback suggestions davidm@planetunreal.com (in English or German only)

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