Deathmatch Maps
      The staple diet of a multiplayer's course is the Deathmatch
map. Combat in these maps is different than combat found on any other maps -
while they lack the tactical finesse of a Capture the Flag, Domination, or Assault
match, a Deathmatch map often creates it's own playing style. Players can use
many different strategies to try to outsmart their opponents. They can try to
time their item gatherings to attempt to deny their enemy useful items or weapons,
they can rely on sound and aural clues to accurately pinpoint the location of
their opponents, or they may decide that a blitzkrieg assault is in order -
rapidly tearing through a map and decimating any that stand in their way.
      Deathmatch maps are often characterized by their design
- they tend to be small levels that focus on flow. Each room, generally speaking,
should have at least 3 different ways to exit from it, and often vertical architecture
is used to allow multi-level fighting. Unfortunently, many of the user maps
that are created expressedly for Deathmatch, in my opinion, focus too much on
flow, and not enough on aesthetics. My deathmatch maps, while they do not adhere
to the rigorous rules of player flow and movement, make up for that with eye
candy. Colorful arenas, and "realistic" looking maps are my focus, as well as
a design that allows intense combat. I also make sure to design maps with the
use of the translocator in mine. While not everyone prefers to play with the
translocator, they can discover unique areas, sniping positions, and shortcuts
through my Deathmatch maps with careful use of one. I strongly suggest enabling
translocators on my DM levels.
This page is
copyrighted by Andrew "AmberEyes" Rohs, 2000-2001