Level Design
Map Template Format
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## Map: [Name] **ID:** MAP-[NNN] **Size:** [Dimensions] **Player Count:** [Min-Max] **Match Duration:** [Minutes] ### Zone Layout [ASCII art or visual description] ### Zones | Zone | Risk Level | Loot Tier | Purpose | |------|------------|-----------|---------| | [Name] | [Level] | [Tier] | [Function] | ### Extraction Points | Extract | Location | Type | Requirements | Risk | |---------|----------|------|--------------|------| | [Name] | [Position] | [Type] | [Needs] | [Level] | ### Loot Distribution | Zone | Common % | Uncommon % | Rare % | |------|----------|------------|--------| | [Name] | [X%] | [X%] | [X%] | ### Flow Analysis **Rotation patterns:** [How players move] **Choke points:** [Conflict locations] **Camping risks:** [Defensible spots] **Anti-camping:** [Mitigations] ### AI Spawns (if applicable) | Patrol | Route | Difficulty | Loot | |--------|-------|------------|------| | [Name] | [Path] | [Level] | [Drops] |
Level Design Principles
Flow
Players should move through the space with purpose:
- •Clear paths - Intuitive routes between areas
- •Multiple options - No single "correct" way
- •Decision points - Players choose their path
- •Risk gradient - Danger increases with reward
Landmarks
Players should orient themselves easily:
- •Silhouettes - Distinct visual shapes
- •Lighting - Key areas highlighted
- •Audio cues - Sounds indicate location
- •Unique features - Memorable elements
Pacing
Match the intended experience:
- •Buildup - Start slow, increase intensity
- •Peaks - High-tension moments
- •Breathing room - Brief downtime
- •Climax - Final push to objective
Level Design Process
Step 1: Concept Sketch
Create a rough layout showing:
- •Overall shape
- •Major zones
- •Key landmarks
- •Spawn/extract points
Step 2: Zone Definition
Define each area by:
- •Primary purpose
- •Risk level
- •Loot quality
- •Flow role
Step 3: Connection Design
Create paths between zones:
- •Main routes (obvious)
- •Alternative routes (hidden)
- •Shortcuts (risk/reward)
- •Choke points (conflict areas)
Step 4: Loot Placement
Place rewards following:
- •Risk gradient (deeper = better)
- •Exploration reward (off-path = bonus)
- •Flow guidance (loot attracts movement)
- •Balance considerations (not all in one spot)
Step 5: Playtest Validation
Test and iterate:
- •Do players flow as intended?
- •Are there camping spots?
- •Is loot distributed fairly?
- •Are spawns safe?
Common Level Patterns
Arena
Symmetrical, focused on fair competition:
- •Central conflict zone
- •Mirrored starting positions
- •Clear sightlines
- •Equal distance to objectives
Linear
Progressive, narrative-driven:
- •Clear forward path
- •Branching side areas
- •Setpiece encounters
- •Progressive difficulty
Open World
Exploration-focused:
- •Non-linear progression
- •Multiple objectives
- •Fast travel points
- •Dynamic events
Hub and Spoke
Central base with destinations:
- •Central safe zone
- •Radiating paths
- •Distinct themed areas
- •Return to hub mechanic
Level Review Checklist
Before marking a level complete:
- • Layout supports target player count
- • Spawns are safe and accessible
- • Extractions are balanced
- • Loot distribution is fair
- • Flow creates meaningful choices
- • Landmarks provide orientation
- • Choke points have counterplay
- • Performance is acceptable
- • Art style is consistent