Well, if anyone wants my humble opinion, beyond deciding the survivors path, I like to look at building the map from the SI perspective, since in general they need the map to work for them and be given as many opportunities as possible. I have personal goals I try to stick to for designing areas...not rules persay, just things to keep in mind.
FLOW:
I try to maintain a flow of -dangerous, dangerous, calm, dangerous, dangerous, calm, etc...- for survivors. The calm areas are generally just made so that infected can spawn in after the previous attack, find out what classes they are, and prepare for the next two areas. The 'dangerous' areas try to cater to 3-4/6 SI classes. This basically just means for say a hunter, there's the capacity to pull off a 25 pounce, for a smoker there's an area for a no-return drop or something, for a boomer, ledges overlooking, etc... Open areas with less than 1 object to spawn behind every 10 metres or so should only be used for calm areas, and even then, with hittables around since they're bad for tanks. The whole double danger in a row thing is my take on just giving SI options, depending on what SI they have. Either attack in the first spot, attack on the second spot, or attack on the first, and hope your attack is going to delay them long enough to get another attack before they get to the next calm area.
LENGTH:
Personal preference: Longer is better. Teams might get tired of doing long maps, but if you're gonna score the map based on length, make teams work for their points, and give the SI a lot of time to wear players out through attrition. I'm not a fan of an entire map revolving around one or 2 death attacks, though generally for shorter maps this becomes the case.
TANKS:
Every area should have 2+ entries accessible from the ground, just so tanks have options for entry. In the case where there's water around I'd generally be more lax, just because it negates fire. However areas with an over-abundance of death cliffs I'd also give the tank a harder time.
Open areas suck for tanks, give hittables.
CHARGER:
Personally I'm all for giving the charger many incap charges. I mean they're not that hard to dodge unless you give the charger a ridiculously OP spawning spot. Death charges I'd make a bit more rare.
JOCKEY/SMOKER:
Since they're not the greatest at being able to impede survivors, I like to artificially inflate their danger by adding pulls/jockeys/drops that add an excess of 15 seconds running recovery time (for default spawn times at least). Just means that beyond the one-way-drops, these classes can pose some serious slowdown. I personally find that to help these classes, it's better to make ledges that *don't* hang the survivor, and instead cause a 20 damage drop + requiring to run/climb back.
SPITTER:
Basically just avoid giving survivors too many things to jump on in the case of a "spitter-friendly" spot. Or put the raised ground on the back wall compared to where spit would typically come in from, so that the spit is more likely to land on the elevated spot and spread downward.
BOOMER/HUNTER:
I think we're all pretty sure how to give a boomer and hunter an advantage since we've played since L4D1 probably. One of the things I've been experimenting with is on outdoor maps, use trees but put a LOS blocker inside of them, so boomers can spawn behind trees and puke through them, even if the survivors are looking.
HORDE:
Should be pretty obvious since L4D1, but give horde more than 1 entry, preferably from above, since climbing < running < falling in terms of difficulty to shoot down.
GENERAL MAPPING:
Since 'dangerous' areas are defined, you can focus on those, look at every key 'stress' moment, analyze what angles the SI can attack from, and adjust the area to allow as many different attack combinations as possible without giving survivors a cheesy spot. But yeah, I dunno, those are just my humble suggestions from a simple mapper. Map with aiding the SI in mind first and foremost.
Posted on Thursday, 22nd July 2010