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------------------------------------------------------------------------
DEATHMATCH LEVEL DESIGN GUIDELINES - Taking The Mystery Out Of DM Design
------------------------------------------------------------------------
Version 1.0, 21 August 1994
Author: Brian Kidby (thekid@ornews.intel.com)
Contributors: Shawn Waller & Dave Henkemeyer (also at Intel)
INTRODUCTION
------------
"What is it that makes a good DEATHMATCH (DM) level?" That's the question
that I found myself asking ALOT during my countless hours of "pull-yer-
hair-out" DOOM level design, and is the main impetus behind this document.
The DEATHMATCH is arguably one of the most exciting elements of that
wonderful piece of software known as DOOM. It's fast-paced, and a
great tension release! During a DEATHMATCH you fight not only the evil
monsters that inhabit the DOOM "world", but the intelligence, craftiness,
and reflexes of your real-world buddies as well!
I love playing DEATHMATCH DOOM! However, I've noticed that the number of
independently-created DEATHMATCH levels is DWARFED by the number of single-
player/cooperative levels that are available. Many of these levels are very,
VERY good, but most are just plain inadequate for DEATHMATCH play.
Lately, I've come to believe that levels designed for single/cooperative
play and those designed for DEATHMATCH play have separate sets of character-
istics, and that some of these characteristics are mutually exclusive.
For example, a level containing only Troopers and Sargeants might get pretty
boring under single/co-op play, right? Well, under DEATHMATCH, such a level
might just be the most exciting! How, you ask? Read on and discover why
I think so...
I originally began taking notes on this subject for myself, to guide my
DEATHMATCH level designing. Since I belong to two separate Doom Level-
Designer mailing lists, I decided to compile my thoughts and present them
to the others who may find them useful. If you're reading this, I hope
there's something useful for you in here. I'd hate to waste your time.
Perhaps the reason for the short-supply of good DEATHMATCH levels is that
designers don't always know exactly what it is that makes a good DEATHMATCH
level. If this is true for you, then maybe my thoughts can help.
I begin by listing the rules for various DEATHMATCH play modes. From there,
I elaborate on how these modes affect the ways in which levels might be built
and populated.
Enjoy, and DOOM ON!
Brian
DISCLAIMER
----------
The following document is a somewhat-organized compilation of notes that I've
made while playing and designing DEATHMATCH levels. All of the opinions and
observations expressed within are my own and, because I'm only human, are
subject to oversight, error, and misinterpretation.
This is not intended to be a FAQ. If you want help with problems you
encounter while designing DOOM levels, read Tom Neff's comprehensive
DOOM Level Design FAQ (DESFAQ11.ZIP, available from infant2). If you
want help with particular WAD utilities, contact the authors of the
utilities. If you want help with DOOM, contact 'help@idsoftware.com'.
Now, on with the show...
----------
I. DEATHMATCH 1.0 ("-DEATHMATCH") RULES
A. Non-Nightmare
1. Suicides are not allowed.
I'm not sure how DOOM determines whether a barrel-frag is a
suicide or not. It's possible that this is a rule of "ethics",
but DOOM's README suggests it is enforced in the game's code.
I will treat it as the former. Barrels, pits, teleporters, and
crushing ceilings should be kept to a mimimum for "-DEATHMATCH"
rules.
2. Objects don't respawn.
Levels will soon be played out of ammo, health, monsters, etc.
B. Nightmare (or "-RESPAWN")
1. Suicides are not allowed.
(See A1, above, for thoughts and impact.)
2. Monsters ONLY will respawn.
If monsters don't drop ammo when they die, like Troopers and
Sargeants do, the level will be nearly un-playable when it has
been left bereft of items. Troopers and Sargeants should be used
as extra ammo supply for this mode.
II. DEATHMATCH 2.0 ("-ALTDEATH") RULES
A. Suicides subtract a frag from the coward's frag-count.
Barrels, pits, teleporters, and crushing ceilings are acceptable for
"-ALTDEATH" play.
B. Negative frags are possible.
(Side-effect of A, above. See above for design impact.)
C. ALL objects respawn within 30 seconds.
EXCEPT Invulnerability and Invisibility. May want to reduce the
amount of objects laying around. Also, with "-ALTDEATH", there is no
need to use Troopers and Sargeants as "ammo supply".
III. DEATHMATCH DESIGN IMPLEMENTATION GUIDELINES
A. Suicide Zones
1. The number of "suicide zones", such as barrels, pits, teleporters,
and crushing ceilings, should be kept to a minimum.
2. Suicide zones should be located away from high-traffic areas.
This should keep "cowards" from reaching/utilizing them when
they find themselves in their opponent's sights.
3. Suicide zones, when used, should be turned into "homicide zones",
where the hazardous objects can be used to optimal offensive
potential. ;>
Example 1: A room with barrels in it might have a one-way wall
or a balcony where a player may wait for his opponents. An
opponent enters and BLAM!, the barrels go up in his face! ;>
Example 2: A very thin ledge circles a pool of nukage. That
ledge passes directly in front of a one-way wall where again, the
sneaky marine awaits. As his quarry passes before him, BLAM!,
into the drink he goes! ;> ;>
B. Monster Placement
1. Troopers And Sargeants.
Troopers and Sargeants are actually quite useful to the
DEATHMATCH designer, as they are the only monsters (as of v.1.2)
that are capable of supplying ammunintion to the players. When
all other items in a level have been used, it's kinda nice to
stumble across a Sargeant carrying his precious little bundle
o' joy! Because the amount of available ammo varies with
different DEATHMATCH options, I've outlined my thoughts on
Trooper/Sargeant placement according to the "type" of session
being played:
A. For DEATHMATCH 1.0 W/O "-RESPAWN":
Levels should contain ample numbers of Troopers and/or
Sargeants, but they should either be widely distributed or
contained in "holding pens" that are opened one-by-one over
the course of the level. Kind of a "time-release" ammo
supply for the players.
B. For DEATHMATCH 1.0 WITH "-RESPAWN":
Since the Troopers and Sargeants (along with any other
beasties) will respawn, abundant numbers of them are not
necessary. You may want to throw in a few, however, just
to keep things interesting...
C. For DEATHMATCH 2.0:
Since normal ammunition supplies will respawn, the need for
Troopers and Sargeants is reduced even further. The question,
then, is this: Do you want your players to have to fight for
their ammo, or do you want them to be able to just stumble
across it? Only you can decide...
D. For levels to be used with ALL THREE of the above:
I believe a moderate amount of Troopers/Sargeants, some
"wandering", some in holding pens, should suit these levels
nicely. Type "A" sessions (DEATHMATCH 1.0 without "-RESPAWN")
will need them, while type "C" (DEATHMATCH 2.0) players might
simply use them for target-practice.
NOTE: Because every DEATHMATCH player has different tastes, you
really have to anticipate that your level will be played
under all three of the above scenarios. There will always
be WAD-critics out there, but the moderate approach should
make most of them happy.
2. Other Monsters
My feeling on the placement of no-ammo-carrying monsters within
DEATHMATCH levels is that they are a waste of good ammo. I mean
really, if you're playing DEATHMATCH, you really want to be
fragging your buddies!
However, the placement of "other" monsters may do well to help
you create a particular mood or pace for your level. I know
that I run like hell when I've got a CyberDemon breathing down
my neck! :)
BOTTOM LINE: Keep the number of no-ammo-carriers to a minimum,
unless you have specific reasons for doing otherwise.
C. Weapon Placement
1. "Power" Weapons
When I say "power weapons", I'm talking about the Chaingun,
Rocket Launcher, and Plasma-Rifle. From my experience, these
are the most exciting and effective DEATHMATCH weapons.
(The SHOTGUN is my personal weapon-of-choice but, although it
packs a mean wallop, it is just too slow to compete in a
fast-paced DEATHMATCH.)
In the DEATHMATCH sessions I've been a part of, the FIRST goal
of the players has been to find the biggest, baddest weapon
available. The SECOND was to start using it... ;>
My preference is to place these three weapons as far apart from
each other as possible. There are reasons for this:
a. "Getting The Gun"
Placing the power-weapons farther apart forces the players
to cover more ground in their quest for their killing
machines. By covering more ground, the players are forced
to fight more baddies, cross more "trigger" linedefs, and,
probably most importantly, learn the layout of the level
better. The game becomes much more exciting, especially
since everyone knows that the others are searching too...
b. Defending The Weapon
From my experience, DEATHMATCH players have a tendency to
find a power-weapon and "sit on it", waiting for others to
make a grab at it. If the weapons are farther apart, the
players won't see much action during their wait, and they'll
begin actively "hunting" their opponents sooner. Active
hunting makes for a much more exciting game, IMHO.
c. Covering Tracks
Every DEATHMATCH player I know likes to keep the location
of their favorite weapon a secret for as long as possible,
so that they don't have to worry about someone else "sitting"
on it. If the weapons are farther apart, the chances of an
opponent following a player to "his weapon" are reduced.
Everyone EVENTUALLY figures out where all the weapons are but,
at least for a little while, each of them believes he/she has
"the upper hand".
2. Starting-Point Weapons
I like to place a shotgun somewhere near every DEATHMATCH
starting-point. I do this because I know how I feel
running around a level with a pistol, knowing that my buddies
are hunting me down with Plasma-Rifles! I simply feel more
comfortable with a shotgun in my "hands". Some people don't
like putting weapons next to DEATHMATCH starts. However,
I feel that the shotgun doesn't eliminate the need to go
looking for a more powerful weapon. On the contrary, holding
a shotgun seems to give the players I play more confidence
to go looking!
3. Chainsaws
I just LOVE them chainsaws!!! Not because they do serious
close-range damage which (compared shotguns) they don't
(even when you can get your opponent to stand still...), but
because they are good for helping you know where your enemies are.
I like placing chainsaws in rooms with nooks and crannies.
Players will hide in the chainsaw room, waiting for the sound of
that ol' two-stroke firing up, and BLAM!, another frag!
When players are out of ammo, they seem to like using chainsaws
rather than their fists. I've also seen players lure other
players to them by running their chainsaws. ;>
I also love hearing one player chasing another around a large,
open area with a chainsaw; "HOLD STILL, DAMMIT!" :)
D. Ammo Placement
1. Ammount and Location
Like Troopers and Sargeants, the amount and location of ammunition
is dependant on the type of DEATHMATCH being played.
a. For DEATHMATCH 1.0 W/O "-RESPAWN":
For 1.0-No-Respawn there needs to be lots of ammo available,
especially if there aren't many Troopers/Sargeants stalking
the level. Again, the "time-release" method of putting
stashes of ammo in hidden rooms that are opened by "trigger"
linedefs works well for keeping the level stocked for a longer
length of time. Of course, there should also be plenty of
ammo strewn about the rooms and hallways as well...
b. For DEATHMATCH 1.0 WITH "-RESPAWN":
For 1.0-Respawn there is less of a need for indescriminate
ammo placings as Troopers and Sargeants provide plenty of
bullets and shells. However, stashes of rockets and energy
cells always come in handy.
c. For DEATHMATCH 2.0:
For 2.0 you can pretty much place ammo anywhere you want.
Since it regenerates, you won't need a lot of it. Just enough
to tide the players over until more pops up.
d. For levels to be used with ALL THREE of the above:
Place a small amount of ammo in the "high-traffic" halls,
and hide stashes behind "time-release" doors. This should
make your ammo, and the enjoyability of the level, last
longer.
2. Ammo Quantity Types
I believe that the ammo you have _lying_around_the_halls_ should be
of the "small quantity" types, ie; "shells" as opposed to a "box
of shells", and a "rocket" as opposed to a "box of rockets". This
helps eliminate waste on the players' parts. For example, a
player with 46 shells will always pick up a "box of shells" to
"fill up" his supply. However, a "box of shells" can supply up to
10 shells so, in this situation, there were six shells wasted.
Don't get me wrong, I always appreciate finding a box of ammo, but
I feel that "boxes" should be strategically placed rather than
just strewn about the halls.
3. Backpacks
I don't like placing Backpacks in DEATHMATCH levels. With a
backpack, it becomes too easy for players to run around gobbling
up all the ammo in a level. Then, when they die, all the ammo is
gone and the level is "played-out" sooner. Better to place more
discrete ammo around the level than to use Backpacks.
E. Health Placement
I've found that health is very rarely a major concern for DEATHMATCH
players. Their primary concern is making sure their frag-counts
are higher than those of their opponents. When a player gets low on
health, he/she will start looking for "sniper-spots" from which to
squeeze out a few more frags before having to pull out the ol'
six-shooter again.
Of course, stocking health in much the same method as ammo never
hurts any...
F. Architectures
Let me start this section by stating that the layout of DOOM levels is
strictly a matter of taste as well as the theme, if any, that the
WAD-Author is attempting to create with his level. All DOOM level
design is. Here, I just highlight a few of the things that make
DEATHMATCH levels enjoyable for me...
1. Large, Open Areas
Always fun! Rocket-Launcher or Plasma-Rifle duels across large,
open areas are always exciting. Plus, with a large area, players
have room to try to avoid their opponents' attacks.
2. Long, Wide Passages
Again, the room to run for long distances and dodge attacks
makes level much more enjoyable for me.
3. Nooks 'N' Crannies
Occasionally, you may want to throw a section of narrow,
twisting corridors into your level. Trying to avoid your
opponents' bullets becomes harder, but there are advantages:
a. Hunting a player through narrow. twisting passages can be
quite a rush in itself. He may be lurking around that
next corner...
b. Nooks and crannies give players lots of places to hide and
wait for a good "snipe" from behind.
4. Balconies/Towers
It's always fun to watch your opponent walk beneath you,
completely unaware of your presence, until you pull that trigger.
Power-weapons (outlined above) make balconies/towers extremely
useful.
5. "The Fort"
Often, players will decide to play a "capture the flag" style
of DEATHMATCH, where one person or team will try to defend an
area from the others. This area will usually be one containing
one of the "power-weapons" mentioned above. This attack/defend
style of play makes defensible areas like "The Fort" very fun
in DEATHMATCH levels.
6. Obstacles
Obstacles always make DEATHMATCH play more interesting, bacause
they give players cover from their opponents' fire. Crates,
pillars, etc. are good for this.
7. Sniper-Holes
Along with balconies and nooks 'n' crannies, Sniper-Holes give
players a chance to ambush others. They should always have an
escape-rout however, just in case the 'Launcher-toting prey
doesn't fall to the floor on the first shot...
8. One-Way Walls
Great ambush potential! These can also be effectively used
with other architectures (see III.A.3 "Suicide Zones", above
for just a few examples).
Well, that's about it for my thoughts on DEATHMATCH Level-Design. I know
there are designers out there with differing thoughts on the subject. That's
what makes this game so great! Please don't take my thoughts as gospel.
If you have any other ideas to give me, or problems with mine, please send
me an e-mail to the address at the top of this text. If you would like to see
your ideas added to this document, say so in your e-mail, and you'll receive
a "Contributors" line at the top.
SPECIAL THANKS TO:
Intel Corporation - For the job and Internet access.
id Software, inc. - For the game and support.
All Designer-Utility Creators - DOOM wouldn't be half as fun without
your products.
Gail, my girlfriend - For the patience and understanding. I love you.
The 'wad-team' and 'doom-editing' mailing lists - Thanks for all the
design-level help.
All the 'alt.games.doom' newsgroup-regulars and DOOM-supporters.
(Two weeks, guys, two weeks... ;> )
All WAD-Designers - Keep up the good work, because we DO appreciate it!