Abstract
This research investigates how mid area design in Tactical Team-based First-Person Shooter maps shapes gameplay flow, team strategy, and overall map balance. Focusing on mid control as a central factor in information gathering, rotation flexibility, and positional dominance, the study analyses how layout, connectivity, and sightline structure influence fair contest between teams. The artifact was tested with 20 participants across two playtest sessions. Results suggest that the mid-area was perceived as strategically important, and experienced players showed a stronger recognition of mid-area control as impactful on round outcomes. Demo data analysis indicated that the team with more mid-area kills won the majority of applicable rounds. Several design areas, including entrance count, sightline readability, and stronghold geometry, were identified as requiring improvement.
Degree Date
Spring 2026
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Myque Ouellette
Second Advisor
Aleshia Hayes
Acknowledgements
I would like to thank Professor Myque Ouellette and Aleshia Hayes for their detailed guidance on both my artifact level and their continued support throughout my thesis research. I also extend my sincere appreciation to everyone who took the time to read my thesis, playtest the level, and complete the survey. Finally, I would like to thank all faculty members for providing an environment that supports academic research and creative development.
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Fan, Runzhe, "Best Practices for Balancing Mid-Areas in Tactical Team-Based First-Person Shooter Maps" (2026). Level Design Theses and Dissertations. 41.
https://scholar.smu.edu/guildhall_leveldesign_etds/41
