So I play FPS games quite a bit. One game I’ve been playing over the last year is Armed Assault 2, which is a consumer military battle simulator. It allows dozens of players (typically between 40-100+) to take part in a variety of roles, from Infantry to Pilots.
It also has a great mission making platform and the game’s multiplayer community is completely made up by online groups making their own content. I’ve been using this game to learn game design, balancing and iterating based on player feedback.
Here is a video from a stress test of my latest ARMA2 map. In this players have dynamic enemy spawns, so that a balanced number of enemy are always close by to the player (giving them something to shot at or be shot by). The overall goal for the players is to kill enemy AI who have a chance of dropping an item (briefcase), when they pick up this briefcase they are given an approximate location of an enemy ammo cache (the mission’s main objectives), the more they collect the closer the marker. Once they find an ammo cache they destroy it and then proceed to find the next one.
The map has a high level of replay value as AI is dynamically spawning around them, caches will be randomly placed across the map each time the mission is started. The in-game map/world itself is taken from elsewhere in the community and is about 64km2 to scale.
If you would rather see a video then check this out


