Monday, July 5, 2010

Post 5 - Bubble Diagrams


In my research I have studied many 5 point capture maps both developed by Valve and made by the TF2 mapping community, both good, and bad.

It astounded me that there was actually a formula to making the maps, and with variations on this formula you can mix and match aspects to make virtually any 5 point cap map. Not to say that maps cannot have a unique feel or have a unique quirk to them, but just that there are some consistencies and I would say that each map is in essence very similar. here are some of my findings:

Most maps have 2 main paths. These two main paths share roughly the same travel distance and are the quickest and most used paths from point to point. The easiest examples of this come from the maps cp_Granary and cp_Fastlane. In competitive games these are called lanes, and in some strategies teams will split up in either the left or right lanes in order to cover choke points. In the map cp_badlands this 2 main path example sticks for the most part, but in certain areas, the two paths will cross and become one choke point, and then expand back out again. Having these main paths is important for two reasons:

1. If someone is traveling from point to point and does not expect to meet enemies becuase the front is ahead of him, he can take these quick and efficient paths to get back into the main fray more quickly. Basically, having a main path shortens travel distance when you are catching back up to the front.

2. Main paths are quick and efficient, but they are also open and often traveled. This makes traveling on the main path dangerous because this is where conflicts will occur. If you travel the main path you leave yourself open to Sniper fire, Demoman sticky traps, Pyro ambushes and other nasty encounters.

On these two main paths we meet the next repeated aspect of most maps: Chokepoints.

Choke points usually occur on the main path and somewhere in between two points. Choke points are areas where the main path narrows down to a very small path for a short distance. This usually happens at a building or in between two buildings. Choke points are important because they help control the flow of a map. These are areas to hold while you wait for the rest of your team to respawn. These are areas to fall back to, in order to regroup. At choke points you can really keep the action where you want it and can try to make sure no enemies sneak around and flank you. But, there is always another path.

Always. I like to call this extra path the "long" path. This is usually a path that takes much longer to traverse, but it is quite, secluded and has cover. It is off the beaten path and is a trademark route for scouts, that can traverse them more quickly than other classes, and spys and pyros that are trying to ambush the enemy. Usually long paths are either above ground or below ground, but they use vertical spaces in order to throw off the enemy and to come in with a surprise attack. It is important to have long paths for 2 reasons.

1. There should always be another way. If there is only one entrance to a room, it can be easily held and the map will stalemate. In the map ctf_2Fort there is a room that everyone must traverse in order to get to the flag. It only has one entrance. It is really easy to cover that room and make it virtually impossible for another team to access the opponents base. If there isn't another way it becomes a "turtle fest" where both teams are just playing defense and hiding in their easy to defend shells and no action is really occurring. It creates a negative feedback loop and the map stalls to a halt.

2. To flank your enemy. Sometimes it is worth it to travel twice the time, get behind enemy lines unseen, and put a knife in a Sniper's back. You need to be able to access an area away from prying eyes. You take the extra time, but end up getting a reward in your efforts. It can change games. While most of the team is holding a choke point you have one or two players go the long route and flank the enemies from behind, scattering the defense.

Another thing I looked into was the number of entrances and exits to any given point. I found that as you move closer to the last point the number of entrances increase, and as you move closer to you own first point, the number of exits decrease. This creates a positive feedback loop, giving the winning team an advantage. They are rewarded by easier access to any given point while the enemy is reduced to fewer options. This is important because offense is harder than defense for the main reason of travel. As explained earlier, you want to give players a reason to play offensively because if both teams play defense, a game will slow to a halt.

The last thing I will share is just differences in point sizes. It is interesting to note that most maps have a variety of open and closed spaces, making each point a unique challenge. Some maps, like cp_granary start with an extremely open first point, move to a confined 2nd point, and then move to a medium sized middle. Other maps like cp_badlands start with a closed and tight final point and an extremely open 2nd and 3rd point. Having a variety of point sizes can help make a level flow and can offer a change in experience. If a map is all open everywhere, only certain classes can truly excel and the experience can get stale. Likewise if a map is all closed spaces, all the action is confined and only certain classes will excel. It is best to have a variety of point sizes in order to have the level experience be fresh from point to point, instead of just repetitions. Each point should have its own unique approach and should require a certain type of skill sets and to some extent certain classes to overcome.

Here are some bubble diagrams I have drawn of two created maps and then 2 bubble diagrams I created in order to block out two different maps I might be interested in creating for this class. I like to work on paper, and have more drawings that are much more rough, but here is some digital work:




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