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One of the most important tasks when making a map is communicating goals to the player. Since there are such a variety of maps, a creator can't assume that all players will immediately know what to do or where to go. Map creators have been getting creative, using all kinds of methods to tell stories, share goals and set the tone in their maps.
Text can be used to quickly and easily give the player background, story or objective information. The easiest and most obvious use of text is the use of World Text to create persistent story information or instructions. All players in a map can see a World Text.
|In Isolation: Evil Unleashed (5DWXR596), RwYeAsNt uses World Text to set the tone and tell the player not to die.||In EOM2 HELL ON MARS (VE9HN869), user Mike Copa uses World Text to create a movie-style credit sequence.|
World Text can also be used in more subtle ways. Creating a monitor or room signs can serve two purposes: communicating to the player and building a more-believable world.
A Message can also display text to the player, but will disappear after a given number of seconds. This can be helpful for use as dialogue, step-by-step instructions, notifications or other time-sensitive text. Messages can also be used wherever non-persistent text is needed. A Message, unlike World Text, can be shown to just one player or all players.
|In Red Bounty 1: Obsidian Station (L6AQDAQC), Buccura uses multiple Messages strung together to play longer dialogue sequences.|
In many cases, a Voice Speaker can communicate information to a player in a more immersive way than text. The VEGA and Facility voices are used in many places during the singleplayer campaign to communicate that doors are locked, that demons are present, security clearance requirements, and other gameplay information. The VEGA voice is also present in standard multiplayer matches to communicate incoming Demon Runes, time remaining, winning teams, and other information about the match.
The voice and callout objects are translated into many languages, use them where possible in place of text to make your map accessible to more players. Some players might be using subtitles, so be careful when using World Text and Voice Speakers or Callouts at the same time.
The Callout object combines some of the VEGA and Facility phrases with some on-screen text. Callouts are also translated into other languages.
The Reveal Secret input on the Map object combines Text, voiceover and scoring information into one convenient input. The Reveal Secret input will only fire once per match, so each secret must have its own input node.
|In Demonic Refusal BETA 1 (63SS3TUF), there are four hidden secrets. Map author elfinko uses four Reveal Secret inputs to activate the VEGA voice phrase, test message and point score for each secret.|
The 2D and 3D Speakers can be used to play sound effects in your map. Audio cues can be obvious or subtle, but they provide valuable feedback to a player and should be added wherever they make sense.
The HUD Settings are vital in multiplayer and score-based modes to provide the player with real-time scores.
|In Dream Job (9GPVAN63), Official Zom-B uses the HUD Settings in a singleplayer map to display the chapter number and name to the player.|
The Objective object in SnapMap can be used to communicate the discrete goals in a map. Objectives should be hidden when the player completes them. Multiple objectives can be active at once.
|In Fight for Survival (RUXW5QYL), HeroSindrome uses Objectives to break the mission into substeps.|
Sometimes it can be helpful to point out a specific location using the POI Settings. Several different POIs can be created from icons and text for each map. Use the Set Point of Interest and Remove Point of Interest inputs on Large Props, Triggers, Demons, Pickups, and other objects to control the POI marker.
Point of View
Enabling a Camera will change the view of the activator or all players in a map. When the camera is disabled, the player's view will be returned to normal.
A lot of information can be communicated without using words. Use FX to diversify environments, create a feeling of danger, call attention to important areas, or as other visual cues.
|In EOM2 HELL ON MARS (VE9HN869), user Mike Copa makes modules feel lived-in by creating areas like break rooms.|
In the singleplayer campaign, the player is subtly guided by a series of green lights. Lights can be used to draw the player's attention to locations such as module edits, pickup locations, interactables, or other areas that are significant.