Difference between revisions of "Strongholds"

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=== Examples ===
 
=== Examples ===
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Some levels in [[Team Fortress Classic]] and [[Team Fortress 2]], e.g. ''Dustbowl'', are built around one team trying to conquer levels from the other team by gradually taking over control points. The defending team is supported in keeping these control points by having strongholds in conjuction to each control point.
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 16:49, 15 July 2011

Game locations that are good positions when defending against enemies.

This pattern is a still a stub.

Examples

Some levels in Team Fortress Classic and Team Fortress 2, e.g. Dustbowl, are built around one team trying to conquer levels from the other team by gradually taking over control points. The defending team is supported in keeping these control points by having strongholds in conjuction to each control point.

Using the pattern

Can Be Instantiated By

Choke Points


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Relations

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Choke Points

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first introduced using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].

References

  1. Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
  2. Stronghold pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead