What makes a good map.
Sept 11, 2008 14:12:36 GMT
Post by Rusty on Sept 11, 2008 14:12:36 GMT
I've been thinking alot for alot of maps I see / help people with are heavily based on fancy entities.
Im just sharing my opinion on the matter of what makes a good map.
and from my knowledge, its not about how many fancy triggers and buttons you can put in, think about it like a car, it needs to run well and look nice.
Thats not all though, theres alot to think about, rather than thinking up a way to put a really amazing trigger which will probably not be used that much in gameplay, think about how fluent you map is, you want your players to insinctively know where they are going, they need to be able to see cover, and go to it quickly.
The MAIN thing about making your map fun is the layout, you dont want to start the game having only one place to go, do not make your maps too linear is what im saying. Think about all the valve maps, all of them give you two or more routes to take near the beggining of the map and even more routes once you get into the centre of the map. There arent too many open spaces, dont make your maps so only people with outrageously good aiming will be succsesful, force people to utilize cover, the layout and the enviroment.
Ofcourse there are other factors, your map may have brlliant layout and design, but you made it a fullbright indoors measure map, not many people are going to play it. put in the extra hours to make your map look good, making your map realistic and giving it a high level of detail is just as important, but this doesnt mean yourshould make one long hallway where people just tunnel eachother to the point of quiting.
Think about sucsessful maps that dont look that amazing, they all have clever layouts, iceworld, bloodstrike, but only people who have played them before know how fun they are, lots of people I tell to try playing iceworld dismiss the map very quickly because its particularly ugly.
Thats my input.
- Rusty
EDIT: almost forgot, tell us what YOU think makes a good map.
Im just sharing my opinion on the matter of what makes a good map.
and from my knowledge, its not about how many fancy triggers and buttons you can put in, think about it like a car, it needs to run well and look nice.
Thats not all though, theres alot to think about, rather than thinking up a way to put a really amazing trigger which will probably not be used that much in gameplay, think about how fluent you map is, you want your players to insinctively know where they are going, they need to be able to see cover, and go to it quickly.
The MAIN thing about making your map fun is the layout, you dont want to start the game having only one place to go, do not make your maps too linear is what im saying. Think about all the valve maps, all of them give you two or more routes to take near the beggining of the map and even more routes once you get into the centre of the map. There arent too many open spaces, dont make your maps so only people with outrageously good aiming will be succsesful, force people to utilize cover, the layout and the enviroment.
Ofcourse there are other factors, your map may have brlliant layout and design, but you made it a fullbright indoors measure map, not many people are going to play it. put in the extra hours to make your map look good, making your map realistic and giving it a high level of detail is just as important, but this doesnt mean yourshould make one long hallway where people just tunnel eachother to the point of quiting.
Think about sucsessful maps that dont look that amazing, they all have clever layouts, iceworld, bloodstrike, but only people who have played them before know how fun they are, lots of people I tell to try playing iceworld dismiss the map very quickly because its particularly ugly.
Thats my input.
- Rusty
EDIT: almost forgot, tell us what YOU think makes a good map.