Appendix A: Recapitulation

1 ALL MAPS

1.1 Do not design “no-win” situations.

1.2 Do not use the limitations of the game engine to challenge players.

1.3 Use lighting and shading consistently in your maps.

1.3.1 Since complex lighting can lead to a high numbers of polygons in view, you should consider making two versions of a net map one simple for people with slow computers and the other complex.

1.4 Thoroughly test maps before release to the public.

1.5 Learn from others’ maps.

2 SOLO MAPS

2.1 The story should dictate (or coincide with) nearly all aspects of the game.

2.2 Give the players "just enough" weapons and ammo.

2.2.1 Avoid giving out weapons too early in the game, make players feel like they have earned them.

2.3 Monster type, placement, and number is determined by your story.

2.4 Avoid ridiculously complex, abstract puzzles that players are required to solve before moving on.

2.5 Placement of save terminals is a matter of balancing.

2.6 The player must have a way of regenerating health in some fashion on just about every level.

2.7 Use scenery objects to break the monotony of polygons.

2.8 Use sounds to establish a mood and add atmosphere to your map.

3 NET MAPS

3.1 Understand Flow.

3.1.1 Nearly everything set down in a net map affects its flow to a greater or lesser extent.

3.1.2 Architecture - The layout of doors, hallways, and rooms is the ultimate dictator of net map flow.

3.1.3 Weapon and Ammo Layout - Players consciously and unconsciously move around the map picking up weapons of choice.

3.1.4 Lighting - Although subtle, lighting can effect the flow of a net map as well.

3.1.5 Monsters - Many powerful monsters can cause problems for flow as players are forced to kill them or at least move around them.

3.1.6 Platforms - These can improve flow and they can damage it.

3.1.7 Player Skill - If in traversing your map a player needs a difficult-to-master skill in order to move on, they might not possess it, bringing flow to a dead stop.

3.2 Decide upon a number of players your net maps supports.

3.2.1 Design what you know.

3.2.2 No matter what number of players you plan for always include eight or more player starting points.

3.3 Lay down your weapons and powerups with care.

3.3.1 Think about what you are doing when you lay down such power-ups as health bottles, invisibility, invincibility, etc.

3.4 Avoid secrets that give one player an overpowering advantage over another.

3.4.1 Avoid secrets that are lengthy or complex.

3.4.2 Consider keeping secret areas in full view.

3.5 When placing teleporters consider that players arrive in the destination polygon facing the direction they teleported.

3.6 Do not check “Hill” or “Ball” game types just for the hell of it.

4 CO-OP MAPS

4.1 As with net maps, the key to co-op maps is choosing the range of players you wish to support.

4.1.1 Once you have decided the range, lay the weapons, ammo, and monsters accordingly (be sure to use the "Network Only" flag for these extra items).

4.2 Do not let regenerated players run into dead ends.

4.3 Give the players a reason to play a map as co-op rather than just wholesale team carnage.

4.4 Don't feel obligated to make a map available for co-op play.