02-22-2009, 06:57 AM | #1 |
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Theory: What makes a good map?
Simple question: What makes a good map?
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02-22-2009, 12:16 PM | #2 |
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Well it really depends on the person.
Some might like the gametype (adz, ctf, surf, etc..) Others might like the layout (classic maps, plasma, etc...) Map themes (monkey, dustbowl, schtop etc..) So if you want to make a ctf map then do a basic layout, don't make it too complicated. Make it balance, don't make it into a D map (2fort), or an O map (congestus), Try to find a balance like plasma or siden. After you have the layout figured out, add a theme to it and stick with it. Add as much detail as possible but also make it playable (fps wise).
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02-22-2009, 09:21 PM | #3 |
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Design: Layout should be easy to learn and lead the player naturally to the objectives. Each area should have a purpose and be exciting to fight in. Avoid bland corridors and rooms and use height variation. Design areas that cater to advanced movement and the strengths of the various classes.
Aesthetics: Stick to a consistent color/material palette. All architecture should look purposefully built from appropriate materials. That's in addition to the regular detail/lighting/texture alignment concerns. |
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02-22-2009, 09:26 PM | #4 |
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02-22-2009, 11:37 PM | #5 | |
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Quote:
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02-23-2009, 12:29 AM | #6 |
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i make a good map!
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02-23-2009, 10:13 PM | #7 |
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Balance.
Graphics. Gameplay. |
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02-24-2009, 12:44 AM | #8 |
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THE THREE W's make a good map!
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02-26-2009, 06:42 PM | #9 |
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- Map should be bright or feature rather great visibility
- Map should run smoothly on average PC, if map yields low FPS less people would be able to play the map - Unique and fun gameplay mechanics are always great - Very important - YOUR MAP SHOULDN'T BE MORE THAN 10-15 MB IN .BZ2 ARCHIVE. - Map MUST have a relatively simple layout, so new people don't get lost. ( Remember cp_steel in TF2? ) |
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03-07-2009, 11:58 AM | #10 | ||
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Quote:
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I don't know how well Bz2 compression is but winrar on best is 20MB for monkey. But by your suggestion: lets have lots of maps with too few cubemaps (bad reflections), really low lightmaps (bad shadows) and no big and open maps maps like palmero & ksour or even monkey. Lets not have unique custom textures and unique custom models in maps becuase you don't want it over 10-15MB |
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03-07-2009, 07:08 PM | #11 |
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sounds like I'm being arsey in that post.. i'm not - pinky promice
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03-09-2009, 09:39 AM | #12 |
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Despite how good your map is, if it takes eternity to download it's not gonna be played.
It's remotely an issue if you're making a map for official mappack or for organized play, such as pickups or leagues. But for random pubs it's crucial. |
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03-09-2009, 12:38 PM | #13 |
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Well I thought the thread was "what makes a good map", surely that's irrespective of whether people are too lazy to download it.
It's certainly not something I even think about when making my maps.. "Oh I'd better not do what I want to do in case I go over 15MB" Not gonna happen - for I think any mapper. |
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03-10-2009, 01:21 AM | #14 |
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I always try to limit file size by using nodraw as much as possible and lowering lightmap resolution where I can. However, using HDR will bump the size up a large amount (almost 2x).
But technical concerns like that are not really part of what makes a good map. |
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03-10-2009, 02:50 AM | #15 | |
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Quote:
Rectified by competant server admins, non-issue. What makes a good map? A requirement for any map to be any good at all is PLANNING. |
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