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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.

MAPS

This page is copyrighted by Andrew "AmberEyes" Rohs, 2000-2001