Thwomper, Nivrak:
This is the developer guidelines for Multi-Z mapping, ensure you have a grasp on the basic mapping principles before pursuing a Multi-Z map. This guide will outline the core elements required for Multi-Z features, and the way they should be incorporated.
Basic Elements
The first step to add additional z-levels to a map is to change the map size directly. This can potentially crash SDMM, so don’t be alarmed if that happens, just try again.
For a PVP map, typically the layer distribution we want is as follows.
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Sky
This is for air vehicles to position themselves above everything, nothing else. It should be entirely empty otherwise, barring tall obstacles. -
Rooftop
This is the topmost rooftops, should be mostly inaccessible or difficult to access, just something to provide coverage to 2nd-floor interiors and obstruct visibility from the sky. -
2nd Floor
A projection of the ground floor, the upstairs of buildings, or terraced rooftops. Should not be more dense or more populated than the ground floor at any different time, and the main flow of combat should never be directed here. Exists entirely in parallel to the ground floor. -
Ground Floor
Where the main focus of the map is oriented, provides access to upper and lower floors, and is designed to entirely contain the desired map flow. -
Sub-Floor
Routes to circumvent ground floor, comparatively dense to the 2nd-floor level, more focused on alternative pathing and close-quarters versus the upper-floor vantages.
Here’s your cutaway representative image.
Mapping Elements
To create pass-through in what would be open space, say looking down a floor from over a balcony ledge, apply the above turf and area to any open space, and it will grant pass-through in the map editor and in game. When making a new upper z-level, I recommend just applying this to the entire map so that you can clearly see what you’re doing.
Z-levels can be traversed in SDMM with the above buttons, in the bottom-right corner of the editor window.
Traversal is handled by wall climbing, so putting a floor (hull turf or otherwise) over a wall will allow it to be handled as a ledge and climbable. I recommend setting up some test cases to explore fringe interactions before applying techniques to everything. Stairs and ladders are easily handled, no need for ID matching, simply align the ladder and stair objects in the vertical direction.
IMPORTANT NOTE: Do not attempt to route map flow over a multi-z feature!
What does this mean?
If combat, for any sort of general round case, requires players to utilize some multi-z feature, such as a staircase, a ladder, or an elevator, in order for the offensive to progress, you will encounter problems!
The correct way to handle multi-z maps is to ensure that the primary direction of combat is kept entirely on an unbroken ground floor.
What allows multi-z traversal to work best is when you are not forced to take a specific route when moving up or down a Z-Level. The ability to climb a wall or jump down in dozens of places to circumvent a ladder or otherwise greatly nullifies the ability to camp one side of the feature.
Mapping Design Policies & Goals
We are looking for Multi-Z expansions (to the tune of the Solaris Ridge Multi-Z Variant already made) to be developed for the current ground maps, as well as modernizations of some of the older maps (LV). In creating these new maps, here are the bullet point guidelines for design.
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Do not include Multi-Z areas near the LZs or hive locations, this can cause problems with FOB defense and hive offensives. All z-levels should converge to the ground floor near the fringes of the map.
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Be sure to include many options for traversal and access to different z-levels. The more freedom of movement, the better.
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Limit access to highest rooftops as necessary to ensure that vantage DPS scaling does not get out of control in key areas.
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Keep multi-z buildings, features, and areas in parallel to the ground level, as ways to circumvent the usual flow of the map (think flank routes and such).
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Don’t forget to detail roofs or upper-areas.
Please reach out if you are interested in developing a Multi-Z map expansion, I can point you in the right direction.