In our final Condemned 2 developer diary exclusive, Multiplayer Level Designers Cayle George and Cory Davis provide some insight into creating the levels for the multiplayer part to Condemned 2: Bloodshot. Cayle and Cory are the primary Level Designers and are responsible for the maps you'll run around online. Read on for some insights into their map-making methodology, as well as some of the unique multiplayer experiences Condemned 2 has to offer.

And if you missed 'em, you can find the first diary here, the second here, and the third here.



GameSpy: What rules or conditions do you set up for yourselves when you start making a multiplayer map?
Cory Davis: Creating maps in which melee combat is the primary focus is an interesting challenge. Many of the conventions from typical first-person shooter level design are still applicable; however, there are some unique differences as well. For example, we are constantly focused on creating enough small arena-type areas in the levels that provide space for a good melee battle. We have a very specific formula for creating these spaces and our designs are constantly evolving as we playtest the levels with outsiders. Also, typical FPS cover conventions don't necessarily apply to melee-based level design. We have found that creating objects for players to dodge and weave around makes for a much more fun and engaging combat experience. We also still focus on the tried-and-true standards of weapon balance, weapon placement, level flow, and player timing in all our levels.

GameSpy: What has been the greatest challenge in making maps for the Condemned universe?
Cory Davis: The greatest challenge has to do with overcoming technical hurdles and creating levels that still look unique, and have at least the density and overall polish of the single player levels. Multiplayer has completely different technical requirements for texture memory, physics, animation and overall performance but, we have kept our standards extremely high. We have been creative with our problem solving and have found ways of not only overcoming these hurdles, but I feel that we have surpassed our goals in some respects with the overall polish and visuals in multiplayer.
GameSpy: What has been the greatest surprise you've discovered in making multiplayer melee maps?
Cory Davis: My greatest concern when starting development on Condemned 2 multiplayer was that the firearms combat would overpower the melee combat. This would be a major let-down for me personally and for many of the Condemned fans that loved the melee combat. In our external playtests, we have seen that players actually enjoy the melee combat more than the typical firearms-based first-person shooter experience. This is especially evident in the Crime Scene mode where one class starts with melee weapons and another starts with firearms. So, it has been a very pleasant surprise to me (and hopefully to future players as well) that the melee combat and the firearms combat work well together and that there is a good balance.