Part6 – Add detail meshes

With all the major pieces of the map in place I can then start adding detail/content to the map. I have erected fences and barricades around the edges with a drop on them, although it is the future, health and safety still comes into it, which adds to the players’ feel of believability of the arena they are in. Lights and support beams add to the mood giving an industrial feel to the place. Crates and ground cover for the players to duck and hide behind.

Part7 – Add background details

We revisit the terrain again and this time add some trees to the terrain and break up the skyline. Here the trick is not to flood the floor with trees but to conservatively distribute them about on:

  • (a) The ground they can grow on (grass snow, etc);
  • (b) Not on rock or too steep a surface
Part8 – Adding Player spawnpoints

Here I distribute the player start points about the map. I have spread 8 around the map tucking them into corners trying to position them where they will not be in the direct line of fire from, say, a sniper. This helps the maps flow where you are not spawning and being killed instantly, say, by a sniper.

Part9 – Weapons and ammo placement

In this part I have distributed the guns and ammo over the map. I have tried to place the BIG guns in a very open area, with the trade-off that you should be a nice juicy target to everyone else if you want to get you hands on the rocket launcher.

The associated ammo for the different weapons has been placed away from the guns spawn, so you can not just dig in and own 1 spot. You have to venture out & roam the area if you want more ammo.

The aim is to try and stop the camping of weapon spawns and improve the balance of play.

Part10 – Health and Armour

Last of all is the placing of the health and armour. A few small shield chunks have been spread about the walk ways and the main health power ups are to the side of the major play routes to stop people just racing around the map from gun to health to armour and to gun etc…

The armour is a valued tool in a deathmatch battle so I have positioned the best type in a reasonably hard place to get to, and the light armour in a much easier place to obtain.

Make the players work for these items.

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