Game Balance

Status
Not open for further replies.

Mystic

Member
Looking through some of my recent submissions, I have been noticing a failure in newer mappers on one of the most important parts of any match stage: game balance. Game balance is the act of placing the objects in the stage to make sure each player has a fair chance to get control of the game and win, by minimizing the amount of luck involved in the gameplay. In SRB2, this consists of putting player starts in good locations, making sure the ring distribution is fair, and placing the weapons and monitors properly.

The player starts are something that a lot of mappers forget about when making the map, and then place as an afterthought in areas that would look good on spawn. This is a bad idea because if the player doesn’t spawn next to anything of use, he’s a sitting duck to those that did. Also, remember that sometimes players will die mid-game, and need to respawn. If they spawn without anything of use to them, they’re just cannon fodder to whoever already has most of the items on the stage. Making sure that none of the player starts are near weapons, and all of them are near rings is vital to making a good map.

It is also important to distribute rings around the stage in a mostly even manner. There should be rings easily accessible to the player no matter where they are in the stage, in case they end up in a situation where they have no rings and need them desperately. There also must be rings next to any player spawns, so the player can get rings before his temporary invincibility wears off. It is also a good idea to make sure a certain amount of the rings in the stage are contained in normal Super Ring monitors, simply to allow people to get rings if someone happens to get an Attraction Shield. Remember that some people will often end up with powerful items, so making sure the other players have the ability to fight back is vital if the level is to be fun.

Finally, the most important thing is to make sure all the weapons and monitors are placed properly. The weapon rings must be placed far away from each other, and make sure that there is at least 2 of each weapon ring except for Infinity, as otherwise one player will know when it respawn, and can keep going back to the ring over and over again to monopolize it. Also, make sure to not allow the weapons that you have placed be abusable, but don’t make them useless, either. For instance, in a map with a big open area, Rail will be incredibly good, but in a map with tiny hallways and no open areas, Rail will be nearly useless. Depending on the map, different weapon combinations will be more or less useful. Also note that some weapons combine much better than others. Homing Rail is a lot more powerful than Infinity Explosion in terms of power level. Experiment in real games to see how the different combinations affect gameplay. Also, make sure that any monitors with random effects are in an area where all the players can reach them, and don’t use more than 2-3. Random monitors are the source of two of the most powerful things in the game: Attraction Shield and Armageddon Shield. Also, make sure never to actually place normal versions of such powerful monitors, or it will become the whole point of the map. Unless you want to make the level overpowered, it’s a very bad idea to make such powerful items readily available.

Basically, most things about game balance can be learned by looking at the official maps, but some must be learned from experimentation. Actually playing some rounds of the official maps and finding out why they work is the best way to learn the way game balance works. Noticing the flaws in someone else’s work is a wonderful way to figure out how to make sure not to repeat the flaws for yourself. Above all, make sure that your object layout has as much time into it as the sector layout. Your map will praise you later for it.
 
Ain't that the truth. I was working on another map called tropical paradise zone to send to Mystic, but before I could send it, he sent me an email with this exact same text! Funny, huh!
 
Mystic said:
Also, make sure that any monitors with random effects are in an area where all the players can reach them, and don’t use more than 2-3.

Are you referring to the question-mark monitors, or monitors that respawn randomly? The "?" monitors tend to be more powerful because they're not weighted, so you're just as likely to get a god shield as you are to get 10 rings. They're also new to the game and haven't been used much yet.

If you mean the randomly respawning monitors, I'd say it's perfectly understandable to use four or even five of them in a map, as long as they're spaced out well enough. But I make symmetrical maps, so what do I know?

As a general rule, I think it's best that the only monitors one should put directly on match maps are Super Rings, Silver Rings, Blue Shields, and Teleporters.
 
Both of the random monitor effects are powerful, the ? is just more so. I don't like having more than 2-3 random monitors, or it gets insane.

I personally think the only items you shouldn't actually PLACE are the Invincibility, Attraction, and Armageddon. Everything else is a little hard to abuse totally. Super Sneakers on the actual stage is kinda fun if it's easy to get, actually.
 
Yeah... Mine has four super sneakers so that Tails can run on water... Tell me somethin': Is it okay to make a Tag/match map into a tag/match/ctf map, even if it isn't very symetrical? (Excuse mie speling, I down't sppel to wel.)
 
Asymmetry is fine. Most games actually use asymmetrical DM levels, but I've done it because I like symmetrical levels.
 
Why wouldn't it be? As long as it's fair for both teams, asymmetrical CTF maps can actually be fun.
 
For a while, there was a plan to fix Auto-Explosion by having the fire rate be slower, and Zim's Base was set up that way because I expected it to happen. It didn't, and I forgot to change Zim's Base back before release.

It sorta slipped through the cracks.
 
You're one of the few people who do. I suck at ring throwing game modes, but I still like them.
 
Dude... Since when do rings turn frikkin red and shoot off faster then Sonic can run?! Pfft!
 
Since when do blue hedgehogs run around at the speed of sound and battle overweight evil overlords?

So deathmatch isn't exactly classic Sonic...still makes about as much sense as Sonic in general does ^_~
 
There's too many reasons why a DM game of just jumping into eachother wouldn't work.
 
Make really tiny levels with little to no rings. Simple. Oh, and spindashing works too.
 
We already know those reasons, having played Sonic Adventure. Basically, just hitting each other in Sonic is just rather, erm, dull, because you end up bouncing off each other a ton.
 
Yush. It's not dull running around in circles shooting at anything that moves? At least you get some vertical movement with all the bouncing, you know.
 
There's also the issue of lag. Aiming to shoot is lag-independent.

Tag can be kind of like what you're thinking, JTE. Set TAILSPICKUP to off to be able to tag players by touching them.
 
Status
Not open for further replies.

Who is viewing this thread (Total: 2, Members: 0, Guests: 2)

Back
Top