Multiplayer pacing and level design

The layout of your maps is a great tool to modify pacing. You may remember from the level design chapter that providing effective cover will encourage more careful and static play, while rich flanking opportunities and pick-ups will promote movement. However, to further control your pacing, you must look at how gameplay evolves over time.

As an example, in the Battlefield series, the Rush game mode has one team defending two objectives (radio transmitters or similar) from the attackers who try to successfully detonate them before running out of time or respawns. Upon the successful destruction of both objectives, a new set becomes available and the entire action shifts to a new part of the map. There may ...

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