All Mw2 Multiplayer Maps

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Akinlolu Bellotti

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Aug 4, 2024, 9:10:06 PM8/4/24
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Iwant to test a multiplayer map. Right now when I post a Private Version and get a code I cannot get other people in my party to join that test map. The only way I have been able to test multiple players has been to publish a full (unlisted) map. Then I can bring in a 2nd account.

Is there an easier / better way to do this? I do have access to a 2nd PC if needed but it would be nice to be able to test with another device too such as a switch. I only need to edit the map on my main account.


I was able to get a 2nd account into a map this way but it seems odd that you would need to be in a team just to play test the map and not edit at all. It would be difficult to have 5 or 10 people test the map with you this way.


I see that putting the project into a team changes the way that monetization and ownership works for the map. Is there a way to have people test maps without that being done? I simply want to be able to have multiple accounts play test different maps. No editing. No privileges. No ownership, etc.


I think if your project is not assigned to team, then you will need to create a team but that should not mess with ownership. Assigning additional team members from that point on will not change ownership either as it stays on original creator.


I've written a topic on this before. In fact, it's actually pinned in this very forum. However, it is old, and some of the information is outdated, and presented poorly. I was asked by some people if it could be used on websites or be added on, so I decided to rewrite it back in September/October. You may have seen it on @Dragonfly's excellent website along with some pretty pictures, or maybe on @HumanBones' Doom Federation website as well. I decided to take a step back and think a bit more abstractly about making multiplayer maps in general, and this was the result, along with some chip in opinions from @dew and @Razgriz. Some pieces of the previous post are carried over, and I'll make a second post under this one that covers more of the specifics that the other post did, but for all intents and purposes this post should trump the currently pinned one.


Multiplayer mapping is a more complex beast than people might imagine. Projects of the past often drew on single player maps, either thematically, structurally, or just tossed in deathmatch starts right into the single player areas! Eventually some single-player sets would make a dedicated deathmatch arena off to the side. However, the best crafted maps are ones dedicated to the cause. This guide will provide you with an abstract, thoughtful approach to multiplayer mapping based on the concept of flow. It is not exhaustive, and not centralized around Doom deathmatch, rather it can apply to any game mode, and realistically any map or level making in general, just by taking the core principle of flow.


Before we get into this though, I want to say that there is no one way to make a multiplayer map. This only serves as a guide to help you think about creating them in a more abstract way. There is also no way in determining what will make a map successful. The multiplayer community as of this writing is substantially smaller than it has been historically, and will likely only shrink further. It is very possible, and indeed quite likely, your maps will never be played by the general public outside of you making the effort to drag people to the server, and events held by figures or entities in the community. Success is determined by you, the author. Does the map meet your visions or goals? Do other players comment on it positively? Did it attract other mappers to the cause? Measures of success can be deeply personal, and I do not want to impose any sort of measuring stick.


Keep in mind that everybody plays at different levels, and it can be extremely difficult to negotiate this. You do not need to be a multiplayer player to make multiplayer maps. However, it is extremely beneficial to play a lot before getting started in multiplayer mapping. There are several reasons for once. First is understanding the general balance of the game, figuring out player speeds which will determine structuration and timings, determining what level of intensity is appropriate which helps determine map size, having a solid understanding of the role of each weapon in multiplayer (as opposed to simply carrying over single-player principles) which influences placement and helps any implementation of custom weapons if intended, and, most importantly, getting an innate sense of what is generally conceived of as enjoyable or fun.


Flow can be achieved in multiple ways, which I will break into their own sections. Conducive layouts for smooth movement, spawn points that capitalize on the map structuring, weapon balance and item placement, map functions, and appealing logic.


Many aspects of thought often go into the flow before any lines are put down. Is it an arena style map, where players tend to congregate in a central area? Is it an item control map, where items are points of interest that must be checked but also not the central focus? These things can absolutely dictate how the map is built.


Exception to this rule: in the case of Team based modes, only local symmetry of the team bases should be avoided, as the maps themselves must be naturally symmetrical for balance. IE red side and blue side should be the same, but blue and red bases themselves should not be symmetrical.


Similarly, dead-ends are not generally a good idea in multiplayer mapping, for their namesake. Doom PVP moves too fast for dead-ends to work most of the time, and if you use dead ends they really need to be incentivizing, with a power-up or power weapon. However, in saying that, if a player can get in a dead-end and out with whatever they went in for, that can contribute to the development of flow. You really need to be deliberate when implementing a dead-end.


There are two critical points of directing the flow in a map, not just in movement but also pushing players to move in particular directions. The first is a point of interest. Points of interest are areas where players tend to congregate, usually around a power-up, a high visibility vantage point, or a spot that dominates over newly spawned players.


Spawn point placement is arguably the single most important aspect of a map and is a vital part of multiplayer mapping. Just one poorly placed, oriented, or inadequately armed spawn can break a map and condemn it. There are problems if there are too many spawns or too few. Looking in the wrong direction can be the difference between constantly taking damage or having a moment to breathe. Inadequate arming can determine whether or not you will be consistently rolled over.


When a player spawns, there are many instant thought processes happening, whether that means coordinated action with teams (Deathmatch, Last Man Standing, Capture the Flag, or other team based modes). Defence, offense, rapid movement, doing whatever is necessary to continue winning the game or begin fighting back to gain the lead. Items will factor into this, and no matter how you spread the items in the maps, players will usually move off a spawn in a way that they will perceive will help them win or get a respectable score. Good maps have spawns that are conducive to these goals.


First, it drives up the intensity and gives players a positive feedback when they can get double or multi kills from inconvenient opposition spawns. People like when they can frag easily so it provides extra fun factor when players can get into the flow. Second, for players who can make the most of a bad spawn and capitalize on it, they can feel more accomplished. New or not so good players can get a sense that they are improving if they can get out of a sticky situation from a not-so-great spawn point.


Weapon placement is another critical factor in designing a good and fun map. However, it also presents its own dilemmas, and can be one of the trickiest parts of multiplayer mapping. A good map should enable players to know where all the weapons are and how they are accessed within the first couple of minutes of play, and being able to find a more powerful weapon within 5 seconds of spawning, because that is a long time in Doom multiplayer. This is because the player/game speed allows for a ton of square footage to be covered in that time, meaning opponents have a pretty good chance of finding you quickly even if you spawn on the other side of the map.


SSG only spawns are a downfall because the game now has fewer angles to work with, resulting in one-dimensional play. This is what causes some multiplayer maps to become boring quite quickly, especially as there is less reward for being a more dominant player. Multiplayer maps such as GreenWar Map20 fall victim to this. Although Shotgun spawns are generally considered under powered, being proficient with the Shotgun is considered a valuable skill that can pull you out of jam. It is also more psychologically rewarding to players who can take out the SSG domineering player with one or two well placed Shotgun shots.


Weapon distribution helps you create angles in play and different ways of playing. Players will find more replayability in a map as they figure out what weapons work best for what situations, and how to get or bring those weapons to such situations. Creating different angles or dimensions of play via weapon uses coincides in ways they are placed. BFG placement is often in hard to reach places, as it can be very rewarding for the player to get, and in turn can generate different ways of playing the map itself, dependent on the players. Structuring also influences weapon placement, as more difficult structuring will discourage some players from frequently accessing weapons or power ups, and that goes into the next topic.


This is relevant when creating new maps, because it is essential to avoid the pitfall of looking at older, popular maps and trying to emulate them. This results in stagnant creativity, where everybody is trying to replicate Dwango5 Map01 or Mount Zero in their own way, which in turn often leads to immediate criticism because although the map is somewhat familiar, the differences are enough to break mental flow. This leads into the next point.

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