Murder Games - Map Guide

Murder Games Map Guide

By Galactiq, Co-owner of Breakout Studio


Design Process

  • General map idea
  • Map planning
  • Layout design
  • Map creation
  • Play testing
  • Final additions

The map design process should be documented with images and brief descriptions as progress is made.

Progress Example

New dealership map started. The initial layout has been completed. The green represents flower beds, red as doors, gray as walls, and black as the parking lot. A few assets have been created such as a car model.


General Map Idea

As comes with any creation, an idea is needed to begin. There are many aspects of map design to consider when beginning the creation of a new map.

Some questions to ask when creating a map:

  • Where is the map? - A general location is needed (e.g. office, school, farm). Preferably choose a location that has not already been used in a current map of the game.
  • What style will the map be? - A theme or style is also needed (e.g. urban, abandoned). The addition of a style to a map creates a unique feel for the map.
  • What is the map used for? - Various game modes will have different map requirements (e.g. balloon hunt, dodge or die). Keep the desired game mode in mind when brainstorming the general map idea.

Map Planning

On top of a general idea, map specifics are needed before further development. Map planning includes brainstorming unique ideas for the map, map size, and game mode consideration.

Some things to consider in map planning:

  • Mobility - Maps should have areas that connect in a sensible manner that is both easy to understand and fun to play on. Fast-paced gameplay is important to consider. Limit closed off areas with one entrance. Maintaining a good balance between close quarters and open spaces is also essential for an effective map with good player mobility.
  • Map Size - Depending on game modes, some maps will be small and others large. Keep the purpose in mind when determining how large to make the map.
  • Cover - Make sure to include hiding spots, walls, debris, and other areas of the map in which players can take cover or hide from the murderer.
  • Interactive Objects - The game will feature maps that have interactive areas, such as motion doors, activation switches, and more.
  • Spawns - For certain game modes, players will have assigned spawn points. Make use of this when designing a map, and ensure that the spawn locations are in a safe area. We do not want players to spawn and be instantly bombarded with knives or gunshots.

You must also keep in mind that each game mode has its own specifications.

Game Mode Requirements
    Classic

    !

    To Be Added

    !


Layout Design

After you have figured out what you want to build, you need to design a layout for the map. The best way to start is with a sketch. Since it is a 2D sketch, try to create multiple sketches at varying angles and positions of the map.

Sketch Examples

Photos credited to TrustMeImRussian:

Good sketching techniques include labeling and using various colors to denote different objects (e.g. walls, doors, windows).

Once you have finalized any sketches, and you are happy with them, you should build a map floor plan.

Floor Plan Example

Photos credited to TrustMeImRussian:

The floor plan will be the foundation of the new map. A floor plan should include precise shaping of how a map should be laid out. After you have finished your floor layout, it’s time to build!

Helpful links:
Mad Studio map design layout guidebook (quite the mouthful)
How to design your maps layout


Map Creation

Every map is different, so they are all created differently. For an indoor map, start by building the walls, doors, etc. For an outdoor map, start with the terrain. If a map has a mix of the two, start in whichever area you want and go from there.

There is no right or wrong order when it comes to building maps. To make things easiest, start with the general structure of the map, then work on scenery & decoration, then props, and then add details as needed.

Some things to work through when creating the map:

  • General Structure - This includes terrain, walls, floors, and any other primary structure parts that make up a map. This is a great starting point, as it further helps to layout the map on top of the floor plans.
  • Scenery & Decoration - Scenery includes trees, plants, and other outdoor objects. It also includes furniture and obstacles on interior areas. Decoration can be the addition of paintings to walls, or creative builds in the map such as a sculpture.
  • Props - This includes anything that is small enough to fit into a person’s hands. It could be a crate, a knife, a cup, or even a pair of scissors.
  • Details - The final stage of map creation is where you add the polishing details to the map. This could include extra parts on walls or doors to make them visually appealing. Don’t go overboard with details, but make the map look good to players. Too many parts and details will cause lower end players to experience lag. We want to avoid this.

Remember to keep your build aligned with the theme that you decided on at the beginning. Make sure you build things realistically, but keep it within a Roblox feel. Feel free to search for inspiration on Google images. Going outside and viewing actual versions of what you wish to build is also good practice.


Play Testing

Once the map is built, play it by yourself or with friends. Walk around and see how it feels.

When strolling the map, compare your character to:

  • Overall Map Size - Make sure you like the size of the map. Is it too small? Too big? Make sure the size is appropriate in terms of travel time.
  • Map Objects - Check the proportions of the objects within the map in relation to your character. Does it match with real life sizing? If you need, stand next to an object in real life and see how it compares with your own models and character.
  • Cover - Ensure that players can be hidden behind various cover locations. Giving the player a spot to avoid being killed is important for a murder map.

Make sure all intended areas are accessible by the player. Always look for areas that players could unintentionally enter via glitching or other techniques. Check that the player mobility is how you intended. Lines of sight, room connectivity, and travel duration are all factors when deciding if a map has effective player mobility.


Final Additions

If you find any issues with your map during play testing, it is important to fix them. Try adding invisible barrier parts around the map to areas that players are not intended to enter. Adjust any objects within the map to make it more realistically sized. Feel free to add any final details that you may have missed or had not thought of during the map creation step.


Thank you for reading this document.
Good luck designing a great map!

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