With the largest fanbase of any game ever released and well over 50 awards to it's name, Half-Life by Valve Software is undoubtably one of the greatest games ever. Half-Life's great assets though is it's modding potential and as shown by brilliant titles such as Counter-Strike, Day of Defeat, Team Fortress Classic, there is no question as to why more mods exist for Half-Life than any other game. If you havn't given this game a whirl and one of it's many mods you are definitely missing out!
Non-Player Character (NPC) and item placement can influence both the gameflow and immersion of a level. This article aims to give some pointers on how to properly place them.
Posted by HughBear on Mar 26th, 2005 digg this super bookmark
Basic Level Design/Theory.
[page=Introduction]
Non-Player Character (NPC) and item placement has a direct correlation with the amount of immersion a map conveys. Let's assume you've designed a beautiful hospital and, for some indiscernable reason, you've placed a rocket launcher in the middle of a hallway. Even though it will still look like a hospital, it won't feel like a hospital anymore, and the player's level of immersion will be reduced significantly. If you replace that rocket launcher with a friendly doctor, it seems more real (because doctors are regularly found in hospitals) and thus the player's level of immersion will be increased.
NPC and item placement also has an effect on gameflow; if the player is given a choice between a hallway with a few strong enemies and another full of weak enemies, he has to decide which poses a bigger threat. Similarly, the player might prefer a room with some enemies and ammunition to one that has neither.
NPCs and items aren't the only factor in either of these situations, of course, but they're a large enough factor to merit some tips on how to properly place them.
[page=NPCs (Allies and Enemies)]
[page=Items (Weapons, Ammunition, Health, and Armor)]
>B>Note: If you're just starting with level design, it may be wise to start by making multiplayer maps so you don't have to worry about NPCs; later, once you're more comfortable with the entities, you can always make the shift towards singleplayer mapping.
[page=Conclusion]
Placing NPCs and items throughout a map to create cohesion in gameplay and atmosphere is one of the more subtle practices of level design, but one that can make all the difference in the world. A well placed weapon or health kit can change the entire pace and flow of a map, directing action and allowing for player strategies that will add depth and make your level more fun. Hopefully these tips can help you in creating more balanced and enjoyable creations.
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I am making a map where the object of the "game" is to do nothing..no killing, rescueing, chasing, running...you just Talk to other loosers like yourself in the map. How do I make it so by coming up to an npc, he begins a conversation...just like in HL2 single player. I would like to make different conversations that play randomly.
help if you can,
thanks
that sounds.....right why dont you just camp an online server. its pretty much the same thing. heck you might as well use icq since the game seems to have no purpose.
(nice tut btw it gave me some things to think about
Very Good tutorial. You can be the best mapper but your level will still suck if you dont follow these rules. Great Job HughBear!
heh, whats the point of using a first person shooter engine to make a non-shooter game? That seems better suited for things like... Instant messenging maybe?
/end 2 years too late comment