Mapping 101: Architecture
Posted on July 13th 2006 to catagories: Articles.

This is the first in a new series of articles for the site where I discuss the basic and funadamental theories that make up a good map. In this introductory article I will cover the basics of architecture in level design, covering key topics like getting the right scale and appropriate detailing.

The key difference between a new mapper and someone with experience of developing levels is the detail in the architecture and how well it fits into the theme. It needs to look as natural as possible. Ironically a well designed map is one a player can go through without being distracted by the architecture.

  • If a surface is long and flat you need to break it up so it does not look boring and bland. For example have pillars sticking out from the walls, have loose tiles on the floor, air vents in the ceiling… whatever fits the theme.
  • Another big issue that helps to break up repetitive or undetailed spaces is height. Nothing is ever on the same plane all the time. Have balconies or corridors overhead, have steps or slopes on the floor.
  • The level should have a strong unified feel and look that smoothy connects to each other section of the level so the player feels it belongs to a greater whole. One of the dangers that new mappers may make regarding point 1 is to just randomly stick a vent in the middle of the ceiling or have ramps that lead to nowhere. It doesn’t fit in with the map. The basic architecture needs to fit in with the extra details that go on top of it. For instance cut a space into the roof, add a trim around it and place the vent in there.
  • Don’t repeat the same geometry throughout the map. Have slight variations on the theme because repetition is boring and will very often confuse the player if it all looks the same. Just because the level has to have a unified theme doesn’t mean it cannot have variety on that theme. Imagine you are making an old bunker level and a lot of the walls are arched. One corridor of the map could have vents and pipes running along these walls, while another corridor could have a corrigated roof with support struts running down them.
  • Related to this point, don’t make everything symmetrical. The left hand wall does not always have to be a mirror of the right hand wall. Not only is it repetitive if done a lot, it’s bad for gameplay as it makes that area not look unique which can disorientate the player.
  • Detail varies from minor small things to the larger stuff thats already been mentioned. As games get more powerful, the minor details will become more prevalent. For example, in a city/town map have litter lying around and posters on the walls.
  • Any section that goes on too long, such as a lengthy corridor, should be avoided. You can add all the detail you want but it will still look boring as ultimately it’s still a really long corridor. Avoid this problem by having doors, building in rooms, changing the height etc.
  • Avoid sharp, harsh edges except in exceptional circumstances. Use trims to smooth the edges into the surroundings This is especially important for bridges, catwalks etc.
  • Don’t let the textures dictate your architecture. Imagine how you would shape the structure so it looks like the theme you are aiming for, without any use of textures. If a room was all coloured in white but had a table, computer, notice board and filing cabinet in it, the player would still be able to tell it was an office.
  • Scale sections appropriately. This doesn’t just go for elements like incorrectly sized doorways, tables etc but having really thin pillars in huge rooms, or tiny support struts on huge bridges for example. Besides looking out of place, it would defy all laws of physics in the real world.

2 Responses to “Mapping 101: Architecture”

  1. Adam Says:

    Excellent, a great help to beginner and in fairness advanced aswell. 5 star

  2. Anthony Says:

    Great series of posts here. I’m adding your website to my Resources page on my website.

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