--- name: gd-design-level description: Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems. --- # Level Design ## Map Template Format ```markdown ## Map: [Name] **ID:** MAP-[NNN] **Size:** [Dimensions] **Player Count:** [Min-Max] **Match Duration:** [Minutes] ### Zone Layout [ASCII art or visual description] ### Zones | Zone | Risk Level | Loot Tier | Purpose | |------|------------|-----------|---------| | [Name] | [Level] | [Tier] | [Function] | ### Extraction Points | Extract | Location | Type | Requirements | Risk | |---------|----------|------|--------------|------| | [Name] | [Position] | [Type] | [Needs] | [Level] | ### Loot Distribution | Zone | Common % | Uncommon % | Rare % | |------|----------|------------|--------| | [Name] | [X%] | [X%] | [X%] | ### Flow Analysis **Rotation patterns:** [How players move] **Choke points:** [Conflict locations] **Camping risks:** [Defensible spots] **Anti-camping:** [Mitigations] ### AI Spawns (if applicable) | Patrol | Route | Difficulty | Loot | |--------|-------|------------|------| | [Name] | [Path] | [Level] | [Drops] | ``` ## Level Design Principles ### Flow Players should move through the space with purpose: - **Clear paths** - Intuitive routes between areas - **Multiple options** - No single "correct" way - **Decision points** - Players choose their path - **Risk gradient** - Danger increases with reward ### Landmarks Players should orient themselves easily: - **Silhouettes** - Distinct visual shapes - **Lighting** - Key areas highlighted - **Audio cues** - Sounds indicate location - **Unique features** - Memorable elements ### Pacing Match the intended experience: - **Buildup** - Start slow, increase intensity - **Peaks** - High-tension moments - **Breathing room** - Brief downtime - **Climax** - Final push to objective ## Level Design Process ### Step 1: Concept Sketch Create a rough layout showing: - Overall shape - Major zones - Key landmarks - Spawn/extract points ### Step 2: Zone Definition Define each area by: - Primary purpose - Risk level - Loot quality - Flow role ### Step 3: Connection Design Create paths between zones: - Main routes (obvious) - Alternative routes (hidden) - Shortcuts (risk/reward) - Choke points (conflict areas) ### Step 4: Loot Placement Place rewards following: - Risk gradient (deeper = better) - Exploration reward (off-path = bonus) - Flow guidance (loot attracts movement) - Balance considerations (not all in one spot) ### Step 5: Playtest Validation Test and iterate: - Do players flow as intended? - Are there camping spots? - Is loot distributed fairly? - Are spawns safe? ## Common Level Patterns ### Arena Symmetrical, focused on fair competition: - Central conflict zone - Mirrored starting positions - Clear sightlines - Equal distance to objectives ### Linear Progressive, narrative-driven: - Clear forward path - Branching side areas - Setpiece encounters - Progressive difficulty ### Open World Exploration-focused: - Non-linear progression - Multiple objectives - Fast travel points - Dynamic events ### Hub and Spoke Central base with destinations: - Central safe zone - Radiating paths - Distinct themed areas - Return to hub mechanic ## Level Review Checklist Before marking a level complete: - [ ] Layout supports target player count - [ ] Spawns are safe and accessible - [ ] Extractions are balanced - [ ] Loot distribution is fair - [ ] Flow creates meaningful choices - [ ] Landmarks provide orientation - [ ] Choke points have counterplay - [ ] Performance is acceptable - [ ] Art style is consistent