Competitive Maps By Fearsome

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This is an article on the personal opinions of Fearsome. Why do you care? In a pragmatic sense you care cause he is Game manager of CAL and sets the overall model for what the league is looking for in maps. On a better note he has a decade of gaming expirience both as a competitive player and as a mapper with an artistic back ground and has always had a heavy insight into how each of the processes in mapping has an effect on how the game is played. This will be sporadically updated list of tips and opinions on how to develop a map that is worthy of competition. Thinking about these and addressing them will increase your chances of seeing maps played in CAL. And some of these issues will increase the chance of your maps being liked by players. Many of these tips will help you in any game and all of them will stimulate you to think about every detail in the map making process and remind you that there is a method to the madness and if you get more of them right then the average quality of the final product will increase.

Contents

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The effects of Architecture

Player Skill

Movement

Weapon Use

Performance

  • It is important to understand VIS if you are going to make a map, sitting down and sketching out how the map is likely to break up vis leafs will help you design maps that do not have problems with FPS for people with mid or low end systems. If you mess this up it may require a very awkward or time consuming solution to fix a problem and in some maps it will simply not be possible to fix a low fps problem.
  • Not every map needs 100fps on all systems players are expected to have a computer with reasonable power. A good rule of thumb is to take average maps that released with the game and check your performance in those maps if you map is much lower in FPS you may have a problem. Currently

Unorganized Statements

  • One of the goals of CAL is unification. IE it makes the job of players harder to have to memorize subtle differences between versions of maps. If you are the original mapper you have the power to make the map and a well made map will run 1v1 to 5v5 no problem. Our hope is that the versions run in CAL will be able to be played in all leagues and pubs. This is very possible. If you find yourself wanting to make separate versions of the map for different groups consider talking to people about how you can better make the map to address the problems you see.
  • For instance if the map is to large for 1v1 consolidation and better design will help you make the interconnection faster and do it with reasonable FPS if you think about how vis works and deal with it. If you find that the size causes camping and stagnant play setting up a more powerful area of the map will force players to goto that area and if they don't try adding more connections and ways to attack the power center.
  • If you run a server it also helps if you keep your maps updated as well do not run outdated versions of a map, I still run accross lockdown r2 every so often. And the difference between amplitude and r1 is tremendous in play.
  • Don't even bother finalizing a map, think you got it all done? Think Aim reloaded and think again. No one is a god they all make mistakes and leaving your map open for revision with something like the rX naming scheme tells us you are willing to update it and it gives you the opportunity to do so with out having CRC errors if people want to dl it.
  • Don't turn your map into an advertisement for your clan. Don't put your clans name in the title ect. You may not be with your clan forever, leagues don't want to promote your clan. Leagues do not want to seem bias. And other clans are less likely to play your clans map.
  • Do not ent edit your map to fix errors. This causes mass confusion and security issues and they may be complete accidents as the server admin does not even know he has the wrong version of the map. Once again. Rename and re-release.
  • Do not ever compare your map to the "primary succession" maps, these are maps like Lockdown and Lost Village. It is my belief that if the memory of players could be erased neither of these maps would have made it into competition. But just like a weed that invades a garden the first ones there stay for a long time. In the early days of the game there was almost nothing good to choose from. Faced with the decision of playing Overwatch or Lockdown in a 1v1 people naturally picked Lockdown. If you are hiring and you have to choose between a C student and a E student what will you take? Now that you have hired the C student you get into a personal relationship with him and it becomes easier to work with him, his phone number is in your quick dial list you learn to make up for his problems by changing your business around, he forgets things so you remind him. You get what I am saying? People have developed an addiction to these maps that has everything to do with the history of the game and the natural objection to learning new things and almost nothing to do with the actual quality, balance and game play of the map. So when you are mapping do not copy these maps, do not tell people some feature of your map is fine when they say they do not like it just cause it exists in Lockdown. You can not compare your map to Lockdown because your map is being made now and not at the start of the game and your map is not a map from Hl1 that every knows nor does it come standard with the game so everyone has it.
  • If you make a 4v4 map and it is massive then it will be to large for 1v1/2v2 and it will fail. To make a map good for all types of play the first thing you need is an open minded player base cause some players just do not think anything that is not a 1 room arena is good for 1v1 and lots of players fall in a grey area between that and someone who thinks any map is a good map. The trick to a good map is an efficient layout where the number of general areas of play is reasonable and very importantly you need to make sure VIS is broken up correctly so that areas can be connected to each other without overly long passages between them and the FPS are still good. If you do this correctly players can move through a map quickly because it is small but at the same time the passages will be can be large so you do not have 1 player wide death traps and FPS through the map will be good cause players will not be drawing more then 1 or 1.5 areas of play at a time.
  • If you make a 4v4 map and it is massive then it will be to large for 1v1/2v2 and it will fail. To make a map good for all types of play the first thing you need is an open minded player base cause some players just do not think anything that is not a 1 room arena is good for 1v1 and lots of players fall in a grey area between that and someone who thinks any map is a good map. The trick to a good map is an efficient layout where the number of general areas of play is reasonable and very importantly you need to make sure VIS is broken up correctly so that areas can be connected to each other without overly long passages between them and the FPS are still good. If you do this correctly players can move through a map quickly because it is small but at the same time the passages will be can be large so you do not have 1 player wide death traps and FPS through the map will be good cause players will not be drawing more then 1 or 1.5 areas of play at a time.
Category: Game | Added by: ‹FENIX› (22.09.17)
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