LevelDesignGameDesignCoursesTypesOfGamesInLevelDesignStrategy TobiasHeussner
Because the players starts with roughly the same set of circumstances on strategy games, many map designers use symmetry to easily achieve balance. However this create a very dull and predictable maps.
Designers can mitigate these effects by using different textures and props to vary the visual design of the map. A barrier can be created by a mountain or even a fallen rubble.
The diagram made by Tobias Heussner exemplify this:
- Blue circles â Spawn Points
- Yellow Circles â Sources of Resources
- Lines â the easiest path
From this diagram the players start with roughly equal access to resources, an equal number of viable paths out of their base towards the no-manâs land at the center of the map. This map is roughly symmetrical.
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