FPS Level Design
Article
What separates fantastic FPS maps from the norm? As an experienced competitive player, I have come up with three areas that a designer should include in their map drafting formula. These are: a way to categorise each and every area of your level into one of three types (and three sub-types), various quirks and details to add in order to spice up the level, and one golden rule that one ought to bear in mind.
Section 1: Categorising areas of a level
The three categories that I use to divide and keep perspective on a map are: expanses, lanes, and stations. Each has their own distinguishable qualities and must be treated differently. And whilst the rules are very specific, there is an exception to those rules with each of the three types.
An expanse is a wide open area such as a field or car park. It should be cluttered with objects to use as cover. It should have few threat points – that being, few points from which an opponent can have a clear view of the area. And it should make you feel like a sitting duck. Put simply, an expanse should NOT have easy-to-reach escape routes, such as sewage drains for you to hop into for safety.
A lane is essentially the opposite of an expanse. It is a narrow area such as an alleyway or hallway. It should be quite clear, with little to hide behind. It should have multiple threat points (or leave your six exposed). And it should make you feel like a slippery fish. That being, it SHOULD have at least one easy-to-reach escape route on either end. To clarify, an escape route is not the same as turning around and going where you came. Even if only a short walk, having to go back on yourself is tedious and often leads players to opt for “kamikazeing” their way into a hopeless battle in the lane in order to get some action and then respawn somewhere more advantageous. This is a really annoying dilemma to find yourself in and what would be better is an alternate route that allows you to flank or even avoid the lane without having to walk backwards even one meter.
A station is an enclosed area, often square shaped and unlikely to result in opponents battling from its two furthest ends. This could be a room inside a building, a rooftop, or perhaps a large ring of sandbags stacked a few feet high. Anything that makes you feel like you’re separated. Anywhere that you can defend. A station should have at least two distinctive ways in / out to prevent over-powered camping, if not its entire circumference. It should be salient and somehow look or feel exhilarating to hold down. It should be positioned in an advantageous location. And it should, by nature, provide great cover.
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Expanses
– Cluttered
– Few threat points
– Sitting duck -
Lanes
– Clear
– Multiple threat points
– Slippery fish -
Stations
– 2 ways in / out
– Salient
– Advantageous location
– Good cover
Exceptions to the rule
There is an exception to each of these rules that I shall list respectively. The exception to an expanse is what I call a no man’s land. This is an expanse with very little to no cover and multiple threat points. The payoff is that by crossing the NML, you reach a key location in the map.
The exception to a lane is what I call a boulevard. This is essentially a very wide lane, but is different to an expanse because enemies are still generally funnelled in from opposing ends. It should have lots of clutter (similar to an expanse), and few threat points (or, little chance of being shot from behind).
The exception to a station is what I call a crow’s nest. In real life, a crow’s next is the structure in the upper part of the main mast of a ship that is used as a lookout point by a man often using a telescope. In gaming terms, I use this to refer to any particularly tiny station. It should be very quickly and easily accessible, situated along a common route or conjoining a station. And it can have as little as one way in / out.
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No Man’s Land
– Little to no cover
– Multiple threat points
– Important goal -
Boulevard
– Wide
– Cluttered
– Few threat points -
Crow’s Nest
– Tiny
– Quickly / easily accessible
– Can have just one way in / out
Section 2: Spices
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Indoors / outdoors
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Elevated / subterranean
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Vantage points / blind spots
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Shortcuts / longcuts
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Weather conditions
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Straits between areas
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Secret spots
Section 3: Golden Rule
Ask yourself “Would I run there?”

If you enjoyed this article or found it helpful, I recommend reading my related article titled Cognitive Mapping in which I speak about the 5 ways that players memorise and recall a map mentally. Having read both will give designers a pretty thorough level design approach to assure utmost quality.