Research into PVP Maps and Structure
I have decided to research into different multiplayer Call of Duty maps to determine how map structure effects the game play alongside how some maps relate in shape and layout. The first map i investigated was called 'Hunted' off of Black Ops 3.
After analysing the layout of this map it has became apparent to me that their isn't a precise symmetry throughout the map, but there is in fact a definite resemblance to each sides of the map. My belief to why this exists is because the map is designed to be equal in advantage and disadvantage so there inst a dominant geographical side, leaving the players of the match to determine who holds the upper hand. As this map isn't perfectly symmetrical i have decided to look into another map to confirm my theory.
This image is taken from the map 'Nuke town' in the same game; Black Ops 3. The symmetry in this map is far more prevalent than on the 'Hunted' map which is have tried to portray using the different coloured circles. In both of the blue circles there is a house on each side of nearly the exact same size which provides as a equal vantage sight for each team which results in equal potential for each team. The green and red circles on the end of each map are typically used as a spawn point for the teams and both are the exact same in layout other than aesthetic differences. Furthermore, the yellow circles indicate two busses which can be used as cover and are both located in the centre of the map, both of which covering one of the main exits of each house, this follows the principle I have explained that in order for the game play to be enjoyable and unbiased, there needs to be an equal layout or as close to equal that can be achieved. The final two purple circles are highlighting a car on each side of the map that directly face each other, once again following the rule of symmetry.
Based off of this research it has proven to me that symmetry is an essential to creating a fair environment for PVP based game play. Although as displayed from the first image, it does not have to be a mirror image of each side and can vary entirely in aesthetics. This insight has proven to be extremely helpful to my level design as its a principle I can be mindful of and attempt to replicate into my own work.


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