When designing a new map for your game, it can be extremely difficult, sometimes paralyzing, just trying to figure out where to start. Especially for a designer that's not an "idea guy". You know those people, and if you're not one of them, you're probably pretty jealous of them. They seem to have a never ending flow of ideas when just squeezing one or two out on your own can be exhausting.

Full disclosure: I'm not an "idea guy". That said, designing video games demands creativity and innovation, so I've spent a lot of time developing methods to help generate unique ideas when I'm feeling a little stuck. This method I've described below is one that helped me on the level design front and it starts at the very beginning with your paper map.

Generating a Paper Map Palette

Early on during the development of Star Wars: First Assault (an 8v8 multiplayer FPS), we kicked off an exercise where EVERY designer on the team was required to generate one paper map per week. Even the systems guys. It was an incredibly valuable experience for all of us to discuss map design philosophy, game modes and better understand how our gameplay systems were affected by the environments. Not to mention, we were a new team and this was a nice way to start building trust and respect for each other.