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Old 07-06-2006, 03:37 PM   #1
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The usual midfild

A shift in focus is needed in my opinion, from focusing mainly on the base to focusing on the midfield. The current average is a square concrete yard with high walls and a base at either side. This is no further than quake1 was 10 years ago, i firmly believe we can design more varied midfields with at least some variation the square concrete just doesn't cut it anymore.

Think about different shapes, multiple planes on which combat can be fought and linking these planes with smooth transitions.
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Old 07-06-2006, 06:36 PM   #2
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More interesting midfields would be nice. Some trees to hide behind, or buildings with different level walkways, etc. There are generally very defined regions of most Fortress-style maps. Making more interesting midfields goes hand-in-hand with creating more original maps and even different map types.
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Old 07-06-2006, 10:27 PM   #3
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I totally agree. The yard doesn't even have to be one big room. I'd like to see a map where the boundries between areas like the yard, fd, ramproom and so on are less well defined and sorta blend together too.
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Old 07-07-2006, 01:06 AM   #4
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But then you get arguements of "oh noes, I can't double concjump then behop then superninjawizard all the way across the map."

I'd love to see creative midmaps, makes a change in tactics a necessity.
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Old 07-07-2006, 06:28 AM   #5
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why focus on a section of the map that just gets conced over?
the only purpose of a midfield is to reduce to viability of heavy offense.

focus should instead be on where the actual fighting (should be) taking place!
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Old 07-07-2006, 06:29 AM   #6
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I like concing aswell i must admit, so i would definatly cater for that just mixing it up a bit too, probably with two ways through the midfield and an open area outside each base, with some sort of building or cliff pass? in the middle.
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Old 07-07-2006, 09:31 AM   #7
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Sounds something like badlands. All the fun happens in the midmap.
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Old 07-07-2006, 09:45 AM   #8
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all the spam happens in the midmap
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Old 07-07-2006, 10:35 AM   #9
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Is there an echo in here today?

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Old 07-07-2006, 10:36 AM   #10
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wow, i didnt know people share my opinion. i've mentioned this a few times in other threads, but yeah. nothing happens in the midmap apart from spam BECAUSE it has the least amount of attention paid to it. so many people are stuck in their ways about what the space between bases is for. badlands is a great example, but i feel FF could do better still! Uno looks promising too, although it could do with a few more routes (maybe some high cliff passes either side of the canyon)
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Old 07-07-2006, 10:49 AM   #11
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what I would like to see is a midmap for advanced players with floating platforms in which you'd have to conc, rjump, or nade jump to get from one to another. Also add a pit of death to the bottom for instant death if you miss. You could then make a 2nd entrance into the base underground for less experienced players. The only problem with this would be the fact that some classes would not be able to enter the base via the platforms.
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Old 07-07-2006, 12:39 PM   #12
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I agree variation would be nice, but the big ol' box is good
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Old 07-07-2006, 12:58 PM   #13
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Just avoid the "BLACK HOLE OF DOOM AND DEATH AND THINGS" in the mid map, it encourages MMing and BTing. (Accronym's pwn)
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Old 07-07-2006, 02:34 PM   #14
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The thing is, you can make a good map without catering to the guys who will throw a fit if they can't conc across it. Just because its not a huge open box doesn't mean concing isn't useful, some of the most creative use of concussion grenades I've seen is in the water tunnel of openfire, and thats a pretty damned restrictive area.

Try making a few maps that aren't mirrored; sure they'll need more playtesting to make it even, but it gives you a greater flexibility with what you want to do with it. I've always loved casbah simply because its different for both teams. With the exception of the spammy hallway for the red team, anyways.
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Old 07-07-2006, 05:57 PM   #15
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if you give controlling the midmap a strategic value of some kind then it'd be worth it to make it more interesting...
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Old 07-07-2006, 06:29 PM   #16
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Don't even use a midmap. Connect two bases right up to each other. Big bases, though, still gotta be able to conc around, but the area between the two bases could easily pass for a bigger ramproom or something.
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Old 07-07-2006, 06:58 PM   #17
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Yeah, both teams are fighting for control of the same base.
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Old 07-07-2006, 08:40 PM   #18
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tbh this is what I thought ff_aardvark done well, the midfield was pretty different.
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Old 07-07-2006, 09:07 PM   #19
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Quote:
Originally Posted by Own3r
A shift in focus is needed in my opinion, from focusing mainly on the base to focusing on the midfield. The current average is a square concrete yard with high walls and a base at either side. This is no further than quake1 was 10 years ago, i firmly believe we can design more varied midfields with at least some variation the square concrete just doesn't cut it anymore.

Think about different shapes, multiple planes on which combat can be fought and linking these planes with smooth transitions.
If someone can come up with an alternative to the normal midmap, assuming it works then people will play it. Theres no rulebook that says, must have 2 bases with an empty bit in the middle. The fact that this is what we started with in qwtf and are still using now is because it works and lets people get to where the action is as quickly as possible.

By all means come up with something new, but for me, if youre going for a pure ctf map, then i dont want to have to fuck about in midfield, i just want to get to the enemies base, and their flag with a minimum of fuss.
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Old 07-07-2006, 10:54 PM   #20
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Question for fellow mappers:
Would it be too hard on someone's system to have no VIS barriers in the map?

For example, I'm considering making an open forest map with assorted wreckage and towers, and then two bases that are concrete pits in the ground. Would peoples' videocards asplode if there were 20 people on this map?
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