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分析CS地图de_dust2关卡设计的优势

发布时间:2014-02-26 15:31:47 Tags:,,,,,

作者:Jugues Barlet

引言

虽然多数人都知道这款游戏,但最好还是简要展示一下这款游戏及其地图的基本层面。

反恐精英(CS)是一款于2000年左右问世的网络多人FPS。该游戏呈现了两支队伍(恐怖分子vs反恐精英)在拥有不同目标(解救人质或拆除炸弹)的地图上的相互较量。

de_dust2地图是CS中人气最旺的地图。其作者是曾创造了de_dust1地图的David Johnston。

de_dust2是一个户外开放地图。地图所发生的地点并非创造地图最重要的层面。但它仍然是关键,因为它允许玩家通过回答“我在哪”这一问题定位自身所处位置。

de_dust2位于一个干旱地带,其中具有令人想起沙漠村庄和干旱/日照景观的环境。

de_dust2 layout(from gamasutra)

de_dust2 layout(from gamasutra)

方向

即使de_dust2是一个开放地图,其设计也为玩家提供了完美的方向指示。

新手玩家永远不会在此迷路,地图中的一切都会指供目标并指出现在所处位置。首先,墙上涂漆的指示会指出被炸区域,被锁上的门上会标有“非出口”的指示。

indications(from gamasutra)

indications(from gamasutra)

另一个指示元素就是石头铺路的纹理。玩家只要遵循路面纹理就可以到达相关地点,或者地图上的其他重要接入点。环境中的导航也十分清楚,便于玩家查看。

indica(from gamasutra)

indica(from gamasutra)

玩家还可以通过分析地图布局来确认和定位自己的目标。

地面上的矮墙也可以引导玩家,即使它们已经遭到破坏引向了另一条路。

由于这种简单的导航方式,在de_dust2地图上的所有游戏都提供了一种加速而流畅的节奏,我们将看到其关卡设计如何放缓这种节奏来创造紧张地带。

节奏和流控制

由于问世较早,de_dust2提供了一种块状的视角。因此,地图中有大量基于建筑物角落的角度。它们创造了玩家节奏的多样性。玩家在每个角度都要放慢速度,所以他们可以听到脚步声,近距离敌人的主要指示。

更重要的是,这种具有角度的层面令玩家不得不应对手榴弹弹回的情况。

更多节奏变化是由存在于de_dust2中的不同阻塞点引起的。这些阻塞点是强制性的通道(也能够引导玩家),并迫使 团队挨个穿过门。降低速度便于玩家在近距离中交战。但是,有些玩家能够用狙击枪在更远的射程朝门缝开枪。即使如此,根据拱门的开放情况,有些玩家还是得靠得更近才能辨认和射击敌人。尽管如此,地图也有一些促进长距离射击的走廊。

choke(from gamasutra)

choke(from gamasutra)

de_dust2另一个有趣的层面就在于设计精良的流控制。由于之前所提到的指针,我们可以快速发现de_dust2意在允许玩家自由无障碍地移动。在此,玩家通常可以从低墙跳到一个箱子,并在无需耗损命值的前提下再往下跳。如果不是这样,团队就很可能在游戏一开始的冲杀中处于劣势。

玩家很容易移动,其中布局具有一些垂直性,允许玩家在不同的高度间穿行。

jump on the boxes(from gamasutra)

jump on the boxes(from gamasutra)

该地图的拓扑结构还创造了一些坡度。它们将地图挖得更低,关卡设计师就可以添加桥梁,从而创造多重小路和射击点。地图的多重小路层面十分令人愉快。不同的路径允许玩家导航并根据自己的玩法风格创造相应的战略。

亮度

地图上的地点最适合近身战,而其中最为黑暗的地点则为玩家注入了不少悬念。这些地方之所以有趣,是因为它们呈现了一种与地图上其他地方形成鲜明对比的基调。当然,节奏变化一方面取决于地点的紧凑程度,另一方面则是因亮度而引起。

light(from gamasutra)

light(from gamasutra)

在这些亮度较低的情况下,玩家一般会更多地采用掩体,或者先发制人地投身炸弹来保护自己。

平衡

这是地图中最重要的一点。de_dust2是CS中最为平衡的地图之一。尽管它是非对称性的,开发者David Johnston还是没有让任何一方占据明显优势。如果一名反恐精英冲向了4个知名的冲突地带,他们和恐怖分子一样几乎会在同一时间到达。那么玩家的技能和团队状态就是地图中最重要的内容。更重要的是,中间地带允许玩家在被炸区域之间快速移动,并提供一个优秀的战斗区域。

mid zone(from gamasutra)

mid zone(from gamasutra)

被炸区域与反恐精英的复活点很近。这是有意让他们不迷失自己的方向,并在恐怖分子到来之前想到对策。在《Counter Strike: Zero》之后的版本中出现了一些不平衡的地图,例如在Source版本中,A地上的箱子无法完全隐藏一名恐怖分子,所以他们只能被迫蜷缩成一团,无法做到像CS: Z和1.6版本一样的效果。

de_dust2中最有趣的事情就是玩家几乎不可能安营扎寨(没有足够的时间)。地图设计让玩家无法专注于唯一的进入点,一方面是由于每一回合的时间有限,另一方面则是因为地图的结构问题。他们需要时刻关注那些让自己无法停止下来的情况(CS中不移动的玩家最容易被击毙)。

总结

以上就是de_dust2为何成为CS最具人气地图的关键要点,以及关卡设计师如何创造和平衡地图,同时又保持了节奏的变化。最终我们还将讨论de_dust2如何通过这三个问题轻松引导玩家:我在哪?我应该去哪?我该如何到那里?(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Why is de_dust2’s level design so popular?

by Hugues Barlet

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.

Overview

Even though almost everyone knows this game, it is better to present the fundamentals of the game and of the map in a brief blurb.

Counter Strike (CS) is an online multiplayer FPS that debuted around 2000 for its first incarnation. This game stages the confrontation of two teams (terrorists and counter-terrorists) on varied maps with different objectives: mostly rescuing hostages (cs) or defusing bombs (de).

The de_dust2 map is Counter Strike’s most played map. David Johnston, also creator of de_dust1, made it.

De_dust2 is an outside open map. The place where the map takes place is not the most important aspect of creating a map. However, it remains essential because it allows the player to locate himself in space by answering the question of “Where am I?”

De_dust2 is located in an arid zone, with an environment reminiscent of desert villages and arid/sunny landscapes.

Orientation

Even though de_dust2 is an open map, its design provides the player with perfect orientation indications.

A novice player will never feel lost in this place; everything has been thought out to offer an objective while still indicating where it is. Firstly, the painted indications on the walls pointing to the bombsites as well as the locked doors marked “No exit” and also the locked doors.

The other elements that indicate the main routes to player are the paved ground textures. A player only needs following them to get to the sites or other important access points of the map. The navigation in the environment has been made clear for the player.

The player has to be capable of identifying and locating their target simply by analysing the map layout.

The low walls are also used to guide the player even though they may be interrupted to go another way.

With their navigation eased up that way, the games on de_dust2 offer an accelerated and fluid rhythm; we will see how the level design manages to slow this rhythm to create tension zones.

Rhythm and flow control

Due to its age, de_dust2 offers a blocky kind of aspect. Therefore, there is a significant number of angles on buildings’ corners. They create variations in the players’ rhythm. The players have the habit to slow down at every angle (the gameplay shifts more towards infiltration), so they can hear footsteps, main indicator of an enemy at close range.

What’s more, this angular aspect pushes players to play with grenades rebounds (also available with certain boxes).

More rhythm variation is induced by the different chokepoints that exist within de_dust2. These points are mandatory passages (also guiding the player), and force the team to go one by one through the door. The pace slows down and makes it possible to fight at close quarters. However, some players manage to play at far range with sniper rifle by shooting in the doors’ gap. Even so, depending on the arches’ doors’ opening, some players have to come up close to identify and shoot their enemies. Nonetheless, the map also has corridors facilitating long distance shots.

Another interesting aspect of de_dust2 is its very well designed flow control. Indeed, thanks to the pointers seen previously, it is quickly apparent that de_dust2 aims to allow to player to move freely without causing them any frustration. Here, the player can often jump from a low wall onto a box to drop without losing health points. If this had not been the case, a team could have easily been at a disadvantage during the rushes at the start of the game.

The player’s movements are made easier and the layout provides with some verticality, enabling the players to travel on different heights.

saut.png   saut3.png

The player takes no damage if they jump on the boxes to get to the ground

The map’s topology also plays into this verticality by creating slopes. They dig lower into the map and the level designer can then add bridges thus creating multiple pathways and shooting spots. The map’s multipath aspect is very pleasant. The different paths allow the player to navigate and create strategies corresponding to their play styles.

Lighting

The places favourable to close quarter fighting and instilling doubt in the players’ minds are the darkest places of the map. These places are interesting because they offer a high contrast with the general mood and look of the rest of the map.  Sure enough, the rhythm changes due to, on the one hand, the tightness of the place (the tunnel for instance) and on the other hand, the lighting (more so in 1.6).

light.png

One can see that players take advantage of that aspect, by taking for instance, in the terrorists team, a Phoenix connexion, its outfit looking like counter-terrorists’.

In these low light situations, the players tend to take cover more, or to protect themselves by pre-emptively throwing projectiles.
Balancing

This is the most important point of this map. Indeed, de_dust2 is one of CS’s most balanced maps. Even though it is asymmetrical, creator David Johnston does not give any team the upper hand. If a CT rushes to the four known clash points, they will arrive almost at the same time as a terrorist and vice versa. The players’ skills and team stats are then the most important things on this map. What’s more, the Mid zone allows the players to move rapidly between the bombsites and offers a good combat zone.

The Mid zone offers several shooting points-several entrances

The bombsites are located closer to the CT’s spawn point. This is on purpose so that they can hold their position and plan a strategy before the terrorists arrive. Some imbalances can be found in versions after Counter Strike: Zero; for instance, in the Source version, the boxes on site A cannot completely hide a terrorist, so, they are forced to crouch unlike in CS: Z and 1.6.

The most interesting thing about de_dust2 is that it’s impossible to be camping (not enough time) .The map has been made so a player can’t focus on only one entry point, on the one hand due to the time limit of a round and on the other hand due to the map’s architecture. They have many points to keep a watch on which prevents them from stay still (an unmoving player in CS is easier to shoot).

Conclusion

These key points show how this map has become CS’s most played. How the level designer managed to create and balance this map is to be noted, all the while keeping the rhythm varied. Finally, we will also remark on how de_dust2 achieves easily teaching the player (a very hard thing to do in a multiplayer map) via several essential questions: Where am I? Where must I go? How can I get there? (if you want more information about these notions,  I invite you to see the article by Pascal Luban)(source:gamasutra


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