the following post is important to anyone that wants to take part in making a big "dswp!" map.
HarleyQuin wrote:und der kiosk zum gemütlichen biertreff ist in der mitte ??? ô0 xD
wie meinst das stv ?
jeder will maps, aber keiner will sich die arbeit machen und mappen lernen. (so wie ich das damals alles extra fuer train gemacht hab.)
ich werd nicht alles mappen was ideenmässig hier präsentiert wird, weil das käse ist. "box-maps" im arena2-style mögen auch ihren reiz haben, aber das geht ne woche lang und dann isses wieder out. granja dasselbe... alles campt irgendwelche plätze ab und macht frags, vom gameplay... untere schublade. klaro, die map macht ab und an spass, aber wochenlang arbeit reinstecken, nur dass die map nen monat lang gespielt wird und dann isses wieder vorbei?
das mach ich sicher nicht.
fuck it, i will write in english so everybody can get what i am writing here.
everybody wants new maps, but actually nobody does want to go out and make the labour-intense journey that is called "learning to use the radiant accordingly". heck, almost noone overcomes the obstacle of even installing the program.
literally nobody wants to invest some leisure time and learn mapping. either it is too complicated, they are too lazy or too whatever. (only the dswp cheerleaders beg to differ it seems, props to you guys for actually getting some shit done!)
i wont map everything that gets presented here idea-wise, because that would be quite a stupid thing to do. "box-maps" (= maps that fit in one huge box, i.e. granja, arena2, ...) are ALWAYS a bad idea. granja or arena2 may be funny from time to time, but usually you get fed up with its gameplay rather soon. ok, i get fed up faster, but in the end everyone that has played the map more times (like 20+) gets sick of it sooner or later, except camping is your preferred style of play. if granja was played as often as train, nobody would vote it anymore... ever.
making an outdoor map that is basically open except for some hills, is a pain in the ass to optimize. because it is usually a box map. even to build in the first place... building really good terrain is one of the biggest bitches of mapping from what i know. ultra time-consuming, bad fps in the end, bad for gameplay. you ever wondered why the army's "desert playstyle" is usually using tanks? that is because overly "open maps" suck for fighting. ingame and IRL.
so... any advices a "good" map?
- have a look at the maps that play well, and think about WHY they do so
- plan it with like 3 main routes... 4 is the maximum i'd say.
- dont make it like three straight streets connecting the two spawn areas
- variations in height, but which should not hinder gameplay too much. i.e. casa has a lot of variations, even if it is only oh-so-subtle... it is there and it does the map good!
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i will try to find the posts from dragonne, sweetnutz and others that explained the idea of choke-points and such...