Here at Forgehub, we don't have nearly enough content on the theory and design of maps. We've got pages and pages of threads all about how to stick things in places that they don't usually go, but we've got next to nothing about whether it is a good idea to put them there. Interlocking and geomerging and floating and switches and everything else we have here are entirely worthless if a map is not designed well from the start.
This thread will be the definitive thread, the place to go to reference what makes a map good. The place to ask questions about what works and what doesn't. This thread is not the place to ask how to geomerge, or how to build a ramp, or anything else related to the actual construction process. Anything you find here is information intended to help you before you even turn on your 360.
This thread ideally should be a collaborative effort, rather than just my thoughts. I'm going to write up my own guides on various subjects, and then leave the thread open to questions and open for anyone else to write up something of their own. If your writing is better than mine, or you've added something I didn't even cover, or you have a different and valid point of view to offer, I'll copy-paste it here with credit given. Otherwise, I'll just link it if it is redundant. My writing is biased towards team games, since I don't like FFAs, so if you have any good advice on making a map play FFA well, please contribute and you'll probably get quoted.
Feel free to ask questions about anything design related, or to contribute your own knowledge. If you write something good I'll either quote it in the OP, or I'll link it under useful links.
Table of Contents
1: Your Idea
2: Overall Map Styles
___2a: Simple Symemtric
___2b: U-shaped
___2c: Circular
___2d: Asymmetric
3: Lines of Sight and Cover
4: Map Flow and Movement
___4a: Goals
5: Strength and Weakness
___5a: The Countering Principle
6: SPAWNS!
___6a: Spawn Mechanics
___6b: Clustering Spawns
___6c: Where and How to Place Spawns
___6d: Respawn Areas
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7: Weapons and Equipment
___7a: Building for Specific Weapons/Equipment
Other great design resources.
Coming Soon
1: Your Idea
Every map begins as a vague, half-formed idea floating in somebody's head. The best thing you can do is to sketch out that idea on paper ASAP. Get something tangible that you can look at and picture it in your mind as a fully functioning map or map section.
Really think about playing a game on that idea, and don't assume your enemies are beginners. Imagine how the best players in the game would use that space. Think about it from all points of view, both from the PoV of controlling and defending a position and being outside of it and trying to dislodge a team from it. You're trying to see if any tactic would be obviously overpowered there, or if some part is underpowered and perhaps not worth using as it is.
If nothing jumps out at you as being imbalanced, then you've got the beginnings of a map on your hands.
Here's what
Fritzster has to say about coming up with ideas
Quote:
Originally Posted by Fritzster
For the idea thought process itself, the idea spawns a map design theory. Should the idea be attached to a four-base, two-base, asymmetrical design? How about a one lined symmetry, a two lined symmetry, or even multi symmetry, just maybe invert your idea with inverse symmetry of design to create a non mirrored map. Vertically tall and/or horizontally narrow? Should the map play one-sided or neutral? What's the focal point of the map? How many focal points should you allow? If there's particular gametype you want to support, ball for instance, where the setup and anti setup potential? There start many questions to answer for an initial idea to pursue.
I'd like to think that I take a jig-saw approach to my forge and collaborate it under the notion of - does it look good (gameplay), does it look realistic, does it look like it meshes, flows and transitions into a fluidity-like gameplay to make many decisions in game. I'm a big fan of ramps and I frown at consistency of lazy cover to make up for lack of design. I'm a big fan of the word Contrast, which is a powerful word to me, because having the contrast of risk versus reward presented well into your map - I'd like to view that as the art of forging. Design your map without weapons and worry about the weapons until the absolute end.
As soon as you start forging and continue being consistent the designing gets easier. You begin to build tolerance to forge and create design theories of your own as long as you accept the facts as to why your particular idea and segments of your design play good in Halo 3. Keep learning map design within Halo and even outside Halo, it really helps.
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Useful Links:
The Ultimate Sandbox Sketchup Template -- Use your computer to build the entire map before you fire up the 360. Not everyone likes it, but it is extremely helpful to be able to zoom in and fly around your map before you put in the hours of work in forge. Good ol' pen and paper works fine, but this is the most accurate you can get before you turn on the xbox.
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2: Overall Map Styles
There are a few basic tried-and-true map shapes that work well. You've got the Simple Symmetric, U-shaped, Circular, and of course, asymmetric(though this can still resemble the others).
2a: Simple Symemtric
This one is the easiest, thanks to Sandbox and Foundry providing handy rectangular rooms to work with. Everyone is familiar with this shape, it is the simple one base at each end, with other structures in between. It plays flag and assault well because by its very nature each side is balanced evenly.
Balanced doesn't mean good though. You can fall into a trap of leaving the sides so weak or the center so strong that the gameplay never leaves the center. Whichever team gains control of it would never have to leave and go into the enemy base. Alternately, you might leave the center so weak or the bases so strong that neither team wants to leave their own base outside of Objective games.
There are several easy ways to fix this in your map though:
1. Distribute power weapons far apart. Don't give the base a sword and a shotgun, and don't give the middle the snipers and the rockets. Equipment as well, don't give powerful positions equipment to help them defend(regenerator, bubble shield).
2. If the middle is able to spawn camp in Slayer games, consider making all spawns neutral(Narrows) instead of keeping each team to one side(The Pit). The upside of neutral spawns is that you can never be certain where the other team is spawning, since there are twice as many possibilities, but the downside is that the game might just spawn players too far from the action and it could get boring.
3. Play Objective games! Objectives are by themselves incentive to move, so players have to get out of their chosen spot if they want to win.
4. If something is too powerful, either weaken it or beef up something else.
As a quick note, I will mention inverse-symmetric and rotational symmetric as well. These are maps where each side is not a mirror of another side, but rather it each side is the mirror of the other, but flipped. Standing at either base, what is on your left is the same, unlike a mirror image where one base's left side is the other base's right side. Default Sandbox is an inverse symmetric, the chopper is always on the left and the warthog on the right.
2b: U-shaped
The shape of Avalanche and of Orbital. It is no accident that this shape plays one-sided objective so well, because it offers the defending team several positions to defend. First is the initial clash in the center, then inside the base itself. Two sided works nicely as well.
A good U-Shape should offer multiple routes from base to base. These paths need to offer meaningful gameplay differences, or else teams will use the same one every time and your map will get boring. Avalanche pulls this off quite well, it offers three main routes: the long vehicle path, the "keyhole" footpath, and the more stealthy teleporter route. Your map should attempt to match that level of difference between the choices. Use the fact that the inner edge of the U is shorter than the outer edge to your advantage here. Perhaps make the short inner edge exposed to fire from either base, and make the longer outer edge really hard to shoot at from a distance.
2c: Circular
The circular style map doesn't necessarily have to be a circle, but the flow of the map should behave as if it were. Most if not all spawns should be along the outer ring of the map, and the middle should be more of a place to pass through than to control. Circular maps in Halo 3 obviously includes Assembly, but there are several other great ones you might not have considered. Guardian, for example, most of its spawns are on the outer 4 areas, and gameplay always moves counter-clockwise due to the lift system pointing that way. Crossing top mid alone is asking for death, and bottom mid as well if you're caught down there.
Circles play oddball extremely well, because it offers three options to the ball carrier at all times. Move clockwise, move counter-clockwise, or get rid of the ball. Getting rid of the ball does not have to mean throwing it off the map, it can mean taking it towards the middle of the map, where it is hard for anyone grabbing it to get a significant chunk of time without being shot. Anyone familiar with
MLG Lockdown knows what I'm talking about, you can throw the ball bottom mid and your team will be able to place shots on it upon respawn.
Circles can be built as simple symmetric maps as well(Assembly), so don't rule out mixing categories. Asymmetric is fun though, if you can get it right.
2d: Asymmetric
Asymmetric maps are a category I'm sure most are familiar with. They're just the maps where everything is different from everything else. Everyone will have their own opinions as to which position is the best, and as a map designer you need to offer at least two locations that could be argued are the best.
The tricks to making sure nothing is overpowered on an Asymmetric map would be too long to simply list here. Use the information found in the rest of this guide, particularly
5: Strength and Weakness, and
5a: The Countering Principle, to balance your map.
The one kind of Asymmetric that I will go into detail on is the one-sided objective map, or one-base map. High Ground and Last Resort being the biggest examples, but
Utah Mambo is quickly becoming just as familiar to those who enjoy Team Mythic or Team Objective. The one-base map's main feature is the base, so that is what I will discuss. Basically the base's outer edge needs to be swiss cheese. Mostly solid, but with multiple points of entry in varied locations. Gravity lifts combined with not-too-high walls make an excellent gameplay device to create additional points of entry.
Remember that the base can be very powerful, it should be a challenge to breach it, and remember that when it is breached, likely the defenders will spawn between their base and the attackers' capture point. And be very wary of placing power weapons inside bases.
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3: Lines of Sight and Cover
Lets start with definitions. Line of sight is exactly what it sounds like, it is a line from one point to another so that each point is visible to the other. Cover is anywhere a player can move to break LOS with their attacker. Lazy cover is that single wall, or that barrier, or anything else you just plopped down because you wanted to add cover.
A map with good LOS and cover should:
- Have a variety of LOS ranges.
- Make no position invulnerable. No shotgun camping position or sniper perch should be overly difficult to grenade, as the grenade is the primary camper-stopper in Halo.
- Promote movement. Players should feel that they can move around the map without simply dying instantly.
- Offer ways to escape. The Pit is a great example, because no matter where you are you usually have a way to leave.
Bad LOS:
- Makes everything a BR/Sniper battle. Believe it or not, offering opportunities for AR use is a good thing.
- Makes the BR/Sniper useless. See above. If your map is so close ranged that beatdowns and grenades become the tool of destruction of everyone, you've got a design problem.
- Promotes spawn killing. If a large chunk of respawn points are visible from any one position on the map, you have a problem. More on respawns later.
- Consists mostly of lazy cover placed around the map where the map maker felt like putting something in.
But Uncle Ladnil, how do I balance all of these things in one map? Very good question! The best way to do it is to build solid structures and to avoid lazy cover almost entirely. Lazy cover offers no escape, and does not even truly break LOS because it by definition is so small you can walk around it or stand on top of it and have full LOS as if it weren't there.
Building actual structures instead of placing cover does a few things:
- A structure is large enough that it really severs LOS across the map, and you have to actually walk past it or through it to shoot the other side.
- It changes elevation. Height changes block LOS from bottom to top and vice versa.
- Just plain makes the map look and feel like a real map, instead of just a collection of blocks and walls.
- The various corners and geometry of the structure provide the cover, rather than having to drop extra walls in.
Conduction is an excellent example of good LOS and cover. The only lazy cover he placed is the columns, and those are all placed around other columns so they feel more like a part of the map than just a column placed to hide behind. The height changes are perfect as well. The high ground cannot dominate the whole map, because the lower sections are all blocked by the floors. The whole map is one big structure, rather than just cover placed in the Crypt. Also look at Narrows, the arch of the bridge breaks LOS beautifully, and it uses lazy cover to good effect with the various barriers along the length of the bridge.
Useful Links:
Transactionzero's Tester's Guild map feedback terminology. -- This is the stuff that the Tester's guild is supposed to judge your map on, and it covers LOS and cover is good detail.
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4: Map Flow and Movement
Again, we'll begin with definitions. Flow is how players tend to move around the map, and how quckly/easily they do it. Tactical jumps are jumps that aren't required to get from one point to another, but will get you there quicker at the cost of a little effort.
Moving around the map should be simple and intuitive. A player brand new to Halo should be able to pick up a controller and immediately be able to figure out how to get to anywhere from anywhere at minimal effort. You have to reward some map knowledge though, so don't be afraid to leave in those tactical jumps. Basically, a beginner should immediately have a sense of where to go and how to get there when they first see something. Avoid dead ends as well, with very few exceptions. Not only do they create instant camper's heavens, players new to the map will walk down them and get confused.
Teleporters are not always the best idea either, as they can disorient players who aren't already intimately familiar with the map. Think Cold Storage, how many times did you have to play it before you figured out which sender node connected to which receiver? I know I still don't have that figured out.
Ramps are essential for map flow and movement. Ramps allow you to walk instead of jump to change elevation, and they provide more interesting height variation for gunfights, as well as 'nade points to land a grenade at the top of the ramp. Jumping should be a bonus, not a requirement to get somewhere. Basically, if there's a spot on your map that you couldn't drive to on a ghost, you better have a damn good reason for it.
Now, this all doesn't mean you need a direct ramp from everywhere to everywhere else. Where you can and cannot move are just as important to gameplay as LOS is with where you can and cannot see. Just as a map that is too open has too much LOS, your map can have too open flow. Limiting movement but allowing LOS via gaps in the floor, windows, or un-jumpable platforms can create interesting gameplay features, but you have to be careful to keep it balanced.
Controlling map flow is a tricky concept. Players will always gravitate towards their goals, whether those goals are other players, power weapons, or objectives. Using that knowledge, you can manipulate where players go and how they get there. Try to position power weapons in obvious spots like the top-mid or bottom-mid of your map, but keep them out of power positions like towers. Place a very strong weapon like rockets in a low traffic area and you'll draw players to that spot, thus drastically changing the map flow.
Flow can be restrited in one direction via: grav lifts, one way teleporters, or jumps from high points to low.
___4a: Goals
Tester's guild staff member
What's A Scope? had this to say about goals on your map.
Quote:
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Originally Posted by What's A Scope?;bt7967
Maps with good flow should promote fluid movement between different locations. Each area needs to have a purpose. Purposes may be quick travel, point of control, weapon, or a safe place. Each area needs to have its strengths and weaknesses (covered in another section in this guide). In addition, the strengths and weaknesses of each area need to vary to promote movement between areas. If a player is in an area where he/she does not need to leave, the map's paths and points of interest need to be reworked. It is the same situation if players avoid an area. Areas that promote 'camping' or the opposite hinder flow. Players need to have an incentive to move. If a player is in a location of power, he/she needs to have some sort of goal to leave for. Goals vary. There are two types of goals.
A goal may be a power weapon that the player can use. This is an option Goal. Once the player obtains the weapon, they should be able to fluidly move back to their original position. However, players should be given the opportunity to chose other location via multiple paths.
Another goal may be a line of sight. This is a 1-Way goal. Once the player gets the line of sight, they will need to stay to control it. However, the player must still have an incentive to move around. There needs to be multiple one way goals for players to alternate from.
The combination of these two types of goals make interesting gameplay. The idea is to have players moving around the map as much as possible.
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To recap, a map with good flow and movement design:
- Makes it easy to see how to get to anywhere from anywhere.
- Encourages players to move all over the map via power positions and weapon placement.
- Can be driven entirely on a ghost(mongoose can't get up wedge, large :-P).
Cynosure is a great example of perfect map flow. Everywhere you go, there are ramps to take, with a few jump possibilities as well. The power weapons are spread evenly, to promote movement, and it is very easy to tell how to get anywhere.
Useful Links:
Transactionzero's Tester's Guild map feedback terminology. -- Again, this is a great guide to what the tester's guild looks for when judging a map. It covers flow and RvR(which I'll get to later, but influences flow) really well.
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5: Strength and Weakness
Sometimes a position is too strong and gets abused so much that an otherwise good map completely breaks down. Sometimes the opposite happens, and a significant portion of the map is completely ignored because there's no reason to use it. Both situations can really cause a map to break down.
The power of a location is determined by a few things:
- Cover/LOS(as I outlined above, these are directly related).
- Access points. Less access is a stronger position.
- Access to weapons/equipment.
- Elevation. Lower points are able to be shot from everywhere above, and the above points have access in, but the low point often lacks ways out.
Overall, the determining factor is Risk vs. Reward. Reward >> Risk means the area is overpowered, and Risk >> Reward means it is underpowered, pretty simple. Accounting for that inequality, the easiest way to balance the two is to adjust the risk side. Add more cover to underpowered locations, and reduce the height or the cover for overpowered ones. Sometimes simply adjusting the risk is the best way to balance a spot, but I think the more interesting way to fix them is to adjust the reward.
A spot has too much LOS and cover? Don't get rid of its cover completely, cut down its LOS. Check out the sniper towers on The Pit. Clearly very powerful positions, but what is their LOS like? That's right, there's a bunch of big ass walls and structures blocking at least half the map from view. Just about the only places you have a clean shot on with little cover provided is the sword room bridge, and your own side's flag platform.
A place is campable? Give it handy dandy grenade windows or open it wide to increase risk. Or better yet, make it completely avoidable so that camping it offers little reward.
Few ways in, but important? This is one of the situations where I think adjusting risk is probably better. Add a third way in if you can do so without screwing everything else up. But if that fails, just move whatever was important about that spot.
A weak position has no incentive to be there in the first place? Give it some incentive. Think Standoff Laser spawn, that middle is probably the worst possible place to be on foot on that map, and yet you have to go there to get the most powerful weapon on the map.
If it's weak because it slows you down or makes you jump too much, build a ramp or delete and rebuild the whole thing.
Just generally the most defensible/powerful position on the map? This one's my favorite. Don't make any changes at all to that powerful section. Instead,
beef up something else to match it. Which brings me to my next topic:
___5a: The Countering Principle
Every position of power needs a counter. Look at Lockout/Blackout. BR tower is clearly a very powerful spot, good LOS, few ways in, solid cover from its railings and height, easy to drop down from mid to bottom. How in the world could that spot not dominate the whole map? Sniper side, that's how. Sniper has decent LOS on top BR, as well as the power weapon which BR lacks, and cover of its own. Same for sword/shotty, they're balanced opposite each other.

Each position is counterbalanced by a corresponding power position opposite it, and yet the map is asymmetric. You need to do the same with your asymmetrics, but also with your symmetrics. If the middle is too strong, beef up the bases before you decide to castrate the middle.
A symmetric map can't just say that since each base is very powerful, they counterbalance each other and the map is balanced though. That can lead to boring gameplay where neither team is willing to leave their base, and if they do leave they die in the middle. A good strategy is to simply cut off LOS base-to-base with a good center structure so that the bases don't directly interact. That's what Valhalla and The Pit do, they each have very interesting and fairly strong center lines, so that camping inside the base is not going to be a successful strategy. The middle balances each base, rather than just assuming that the base counters the other base.
Alternately, instead of balancing power positions with countering power positions, you may simply remove some of the power from that spot by cutting its LOS, its cover, its access to weapons, or its elevation.
Omni is a great example of a center line that balances the power positions inside the base, and cuts LOS base-to-base. The sniper towers inside the base are balanced by the fact that they lack LOS into the opposing base, as well as they can be shot from both sides. Check out this map if you want to see how power positions and bases are balanced.
Useful Links:
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6: SPAWNS!
What can be said about respawns that hasn't already been said? People have taken the spawn system and broken it down and tried to come to a full understanding of how it works precisely, and still nobody is quite sure what it takes to make it work perfectly. I read someone say once that a respawn system is 50% common sense, 25% knowledge, and 25% luck. I think that sounds about right.
___6a: Spawn Mechanics
As a map maker, here's the most basic stuff you need to know about the functions of respawn points, starting points, respawn zones, and spawn influence. You can go into much, much greater detail with them but this is a basic guide I'm writing here.
Respawn points:
- Are where players respawn upon dying.
- Have invisible respawn areas around them, roughly a double box radius.
Starting points:
- Are where the assigned team spawns at the beginning of a game.
- Influence nearby respawn points to act as starting spawns. Bungie maps use this principle, and generally only have one starting point per team, per gametype.
Respawn areas:
- Apply their team setting to all neutral points within them. No team besides the assigned team will ever respawn in that area. Neutral allows either team.
- Apply all influence to every point within them, no matter how far away. This means if you recently died within a respawn area, you won't respawn at a respawn point anywhere within that particular respawn area if possible.
- Most Bungie maps include just two respawn areas, one set for each team covering their entire half of the map excluding neutral spawns.
Spawn influence:
- The respawn zone with the highest influence is where players will spawn.
- Teammates have a positive influence.
- Enemies have a negative influence.
- Unexploded grenades have a weak influence. Yes, unexploded grenades anywhere within the respawn zone influence the whole zone.
- Enemies looking at the location has a very weak negative influence. If two locations have equal influence otherwise, you will spawn at the one with less enemies looking directly at it.
- Recent deaths of teammates has the strongest negative influence, and the influence lasts roughly 20 seconds beyond the death. If you find yourself spawning on enemy players, it is likely because every other area is blocked by either more enemy players, or deaths within the last 20 seconds.
___6b: Clustering Spawns
Note the aforementioned invisible respawn area around each respawn point. This means that you don't necessarily need respawn areas on your map at all, and opposing teams still usually won't spawn within about a double box length of each other. Check out Guardian to see what I mean, not a single respawn area on that map.
Using this invisible respawn area, you can cluster your spawns, and usually avoid spawning on enemy players. Place all respawn points in a cluster less than a double box in length, and players standing on any of the points in that cluster will influence all of them against the other team and for their team. A compact cluster is better, so that players have some time to run forward before they unblock any of the spawns behind them. Leave some elbow room though.
___6c: Where and How to Place Spawns
Now that you know how to cluster up spawns to take advantage of their invisible respawn areas, you need to know where to put them.
Generally, a spawn cluster should be in or around a structure that offers cover. You don't want players spawning out in no-man's land, and having nowhere to go when they start getting shot at. This doesn't mean you always spawn people behind walls or inside tunnels or anything though, just that they should be able to quickly reach cover if they need to. If your map's LOS is balanced well, good respawn locations should not be hard to find, and you normally shouldn't have to build something extra just to protect your spawns.
Placing spawn clusters in varied locations all over your map is very important. One and two base maps should offer multiple potential spawn locations at the base ends of the map, at the very least inside the base, and to either side. Additionally, neutral respawn areas(Sword on The Pit, helipads on Standoff) between the two bases provide a safe place for the game to spawn a team whose base has been overrun rather than continuing to spawn them in and around an enemy-occupied area. Asymmetric maps should simply spread the spawn clusters over the whole map, but still in appropriate locations.
Be careful with the number of spawns you place in any location as well. For example, if Guardian had 10 respawn points in the yellow room, and only two in green, guess where people will more likely spawn? Keeping the number of respawn points somewhat even keeps spawns less predictable, which is a good thing. On the other hand, if you wanted players to spawn inside their base more often than the neutral spawn area, placing very few neutral spawn points helps.
As for spawn orientation, here's what
Shishka had to say when helping our own Cosmic Rick with spawns on Utah Mambo.
Quote:
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Originally Posted by Shishka
Make sure spawns have breathing room and aren't too close to each other. Make sure that the direction the spawns are facing makes sense. Placing spawns with their backs to every wall leads to confusing spawn situations that can be costly and frustrating to players. Imagine spawning as defense when the Attackers have your flag. You spawn inside the defending base on the ground floor, staring at another player that also just spawned. The first thing most players do when they spawn (or actually, the begin before they spawn) is run forward, so in this situation you're going to have two players run into each other, then back away, then get their bearings, then chase down the target. Other spawns inside the base point deeper into the base, rather than in a direction that is helpful to them. When placing spawn points, orient the player in a direction that isn't going to be confusing to them. Generally, the safest bet is to point them in the direction of their objective, or their adversaries. So, drawing an imaginary line through the map, the "defending" spawns should be facing where the attackers are going to come from, and the "attacking" spawns should face their objective - the defending base. The exception to the rule is when players spawn close to a power weapon or vehicle. Then you can orient them towards the goodies. But for the most part, the "Place the player with their back to a wall" philosophy isn't very solid because you'll have players spawning in every direction.
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Emphasis mine.
___6d: Respawn Areas
I admit, I'm no master of respawn areas, so this would be a good category for someone else's sage wisdom to be quoted. Usually I simply opt not to use any at all, which has worked out fine so far.
Where I do use respawn areas, I've done so simply to assign teams to one side or the other. I place two big respawn areas, covering half the spawns on the map excluding neutral ones. Assign each one to the appropriate team, and my respawn areas are complete, it's quite wonderful actually.
Respawn areas can solve problems of players spawning on top of each other though, especially in larger areas. If you've got a location where players are likely to stand more than a double box away from the respawns, then a respawn area is good for allowing players to block spawns while standing anywhere within that area. A Bungie map that does this is Standoff. They've got a respawn area grouping all of their spawn clusters, wider than the invisible area. That way, if anyone is at Invis, for example, they block the spawns around invis.
Useful Links:
Furious D's Respawn Area Guide -- Good guide, with pictures, of what respawn areas do. Just don't scatter your respawn points as evenly across the map as the images show.
Devinish's Advanced Guide to Respawns-- This one focuses more on the gameplay mechanics of respawning, rather than effective placement. The knowledge is essential for building the best respawn system you can though, so study up.
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