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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!
-