Paradise Peninsula Design Overview
The inspiration for Paradise Peninsula came from the desire to explore multiplayer level design principles, specifically multiplayer that is asymmetrical like a payload game mode. There are varying degrees of asymmetrical multiplayer from players having different roles and capabilities to them having different goals and objectives. Payload game modes commonly fall in the latter of those descriptors, as players are split in two teams with different goals to win the game: one team pushes a payload to a delivery point through a pre-determined path and the other team has to stop them. This meant the level would be constructed for an offensive team vs defensive team scenario (Team A vs Team B respectively). And while a payload mode is typically found in hero shooters, Paradise Peninsula simplifies the design scope by pitting teams of boots-on-the-ground soldiers with identical movement and shooting capabilities.
While creating the overhead layout, I had to establish some constraints to make the design as specific as possible. The level would accommodate two teams of five players with two delivery points to which the payload has to be pushed towards. With two delivery points, the level and the accompanying gameplay would be split into two phases:
Phase 1: Team A spawns near the payload while Team B spawns (relatively) close to the delivery point. If Team A manages to push the payload before time runs out, both Team A and Team B's spawn locations will be moved for the second phase of the level:
In Phase II, the objective remains the same, albeit in a different part of the level: Within a time limit (which has been extended off of Phase I's time limit), Team A must push the payload along a pre-determined path while Team B stops them.
Balance in Design
One of the most important aspects of designing this multiplayer level was ensuring it would be a balanced gameplay experience between the two teams. There were two key principles that influenced the level's structure in terms of balance.
1. There is symmetry in asymmetry
While both phases of the level have their own distinct places on the map, they are almost a mirror image of each other in terms of layout and spawn locations. In Phase I, Team A spawns right next to the payload. This is meant to give them an advantage in the early game since Team B will initially have to trek a ways to get to the payload. The further the payload is on the track, the further Team A will have to travel from spawn in order to regroup with the payload. Team B's Phase I spawn is close but not directly by the first delivery point. The reason for this is to avoid a potential time sink of both teams contesting the payload before the first delivery point.
In Phase II, the spawn advantage is initially given to Team A as they spawn near the payload. The key distinction between Phase I and Phase II is the latter puts Team B's spawn right next to the second destination point. So compared to Phase I in which Team A had a spawn point advantageous to pushing the payload, Phase II swings the balance in Team B's favor to stop the payload push. Its very much a single penjulum swing from left to right:
Three Lanes
With Paradise Peninsula