Item pickups and general level layout dictate Level Flow, and is one of the most critical components to Arena FPS Level Design. Flow keeps players moving and makes playing in an arena almost musical. Not all flow is intended to be smooth. Sometimes, you want the player to enter an area and quickly have to decide the best route. Since this section has so many options, the top 3 voted on will become the 3 blue room styles.
Figure 8
Smooth and flowing, you’ll always end up back where you started. However, where the paths intersect is usually a choke point.
Corkscrew (Strength, vertically)
The map will layer upon itself a lot but the top will always allow the player to get back to the bottom. Only works with high verticality.
Circular with tight central choke point (Crash and Sanctuary Style)
Players are able to circle around the center choke point easily, only diving in at their choosing.
Open Room with outer areas (Vigor Style)
The center area is a massive choke point that will create intense action, but there are paths to avoid entering on the sides.
Chaos Area with outer areas (Vertigo Style)
This flow puts an area of confusion, usually consisting of multiple choke points with limited ways out. There is ways to get around this, but it requires you to really go out of your way without much gain other than avoiding action.
Linear Cycle (Tension Style)
The player is able to go to one end of the map to the other easily, while being able to start where they began at the end. Similar to corkscrew, but usually straight and doesn’t require verticality and is usually very tight in its game space.
Zig Zag with Choke points (Station Style)
This flow is made to be a bit more chaotic and force players to choose their next path wisely. Multiple paths and options branch out and lead into other choke points scattered across the map in no consistent pattern.
Symmetrical Linear Bounce (Overlook)
Symmetry is usually found in CTF matches, but in some cases it will follow a path similar to Linear Cycle, except it will require a player to go from A to B, then travel back to A. This type of flow is generally frowned upon for TDM as Dead Ends are not good for that type of gameplay.
Open Circular (Refinery Style)
Generally requires open style of gameplay to be fun, but allows players to constantly move in a circular motion around the map with the need to go into the center for choke points rarely happening. Choke points are consistent in the outer ring area, much like a race.
No Flow (completely open)
No flow at all, the level is just sporadically placed around or completely open (think an open box). Not good design and not advised.
Flow
Started by Kedhrin, Apr 27 2012 09:32 PM
8 replies to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users


This topic is locked








