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Level Up.pdf

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The Dave Arnenson Memorial Mapping Section 223<br />

• Islands promote exploration, and encourage designers to fill in “ in ­<br />

between spaces ” with secrets, additional missions, and objectives.<br />

• Gameplay options are laid out in front of the player like a smorgasbord.<br />

• Vehicle gameplay (like racing and car combat) feels better in wide - open<br />

spaces than in tight alleys.<br />

Sandboxes are tricky things because I have found that no matter what a<br />

player tells you, a world where the player can choose to do anything at<br />

anytime can be intimidating and confusing. Despite the freedom that the<br />

sandbox world promises the player, they should still get some prompting on<br />

what to do next even if they don ’ t want to do it. There ’ s a reason why your<br />

annoying cousin is always calling you in Grand Theft Auto 4.<br />

The Dave Arnenson Memorial Mapping Section<br />

Let ’ s get cracking and get our game design down on paper with a map.<br />

When creating a map, you first must determine a scale. When drawing a<br />

top - down view map on graph paper, the size of the player usually equals<br />

one square. All other elements, such as treasure, mechanics, enemies or<br />

objects, are drawn in relation to the size of the player — much like how you<br />

determine player metrics. Represent these elements as icons on your map.<br />

Create a legend for the icons on your map so readers can determine what<br />

they are looking at. You will want to include:<br />

• Player ’ s starting point<br />

• Enemy starting locations<br />

• Doors, teleporters, gates<br />

• Puzzle mechanics (like levers and switches)<br />

• Treasure chests and power- ups<br />

• Traps, and their areas of effect<br />

• Significant landmarks (like statues, pools, pits, and so on).<br />

I start my level map creation process by roughing out the major locations<br />

where I want big events to happen: a treasure chamber, a battle arena, a<br />

puzzle room, a mechanic that you want the player to learn, a spectacular<br />

view, and so on. Then I start to think about what I can use to connect those<br />

rooms together: hallways, mazes, chasms, or passages. Then I usually<br />

move on to graph paper, which helps me communicate the scale of the<br />

level to the level artist. Often I will draw in elements such as the tombstones,<br />

crypts, mechanics, and enemies.

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