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 → Spawn Points
  • Yellow Circles → Sources of Resources
  • Lines → 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-man’s land at the center of the map. This map is roughly symmetrical.

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