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Map Standards

Discussion in 'Capture the Flag' started by Sibs, Aug 18, 2015.

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  1. Sibs

    Sibs Well-Known Member

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    This is a topic that I rarely ever hear discussed in detail and honestly it surprises me in that regard especially since the amount of times I see chat comments approving and disapproving the current map along with the amount of "I miss (insert map out of rotation here.) it was a good map." that more of the seasoned players talk about from time to time. So for the sake of another discussion, spreading around ideas, and also for myself trying to figure out the community's thought process, this discussion is as follows. What are your standard details of a good map design and why? Like for instance do you like short or longer maps? Multi or single layered? More or less sponges? Closed in, out in the open, or something in between when it comes to flag positions? and anything else you peeps can think of.

    Enjoy
     
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  2. cactusflower

    cactusflower Active Member

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    My ideal map preferences:
    1. Closed flagroom, but with several exits. This eliminates archer headshots without dissolving the offense's chances. Blackout's flagroom was nice. The original Halo's was not.
    2. Space. So long as it's not too big, map size doesn't matter, but I enjoy having space to move freely. Airlock was restricting, therefore less enjoyable.
    3. Less sponges, but with sponges that are useful. After playing a map several times, I should be able to know which sponge goes where, and how far it goes. If there are too many sponges, each sponge's destination becomes confusing.
    4. Good aesthetics. Although aesthetics aren't really necessary, it's more fun to play on a map with visual appeal, particularly when colors contrast and a theme is clear.
    5. Structures placed properly. Trees are a good example of this – too often I've seen maps with thick foresty areas that make soldier overpowered. It's good to have trees as "safe zones" for soldiers, but dense placement is annoying.
    Obviously, though, different people have different preferences. I'm not picky, so my preferences encompass many maps.
     
    • Agree Agree x 7
  3. Sir_Inge

    Sir_Inge Well-Known Member

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    Balanced gameplay. There's so many ways to do a map, each with unique gameplay. Logic doesn't work from map to map:
    Blackout's flagroom would be a horror show on Skyglass
     
    • Agree Agree x 1
  4. Recovs

    Recovs Unknown Member

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    Well for me, it would be to not make the flag room soldier op. Once the soldier gets out, it can pretty much wall spam till a medic comes.
     
  5. silvah777

    silvah777 Member

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    I think consistency is a big deal. Having a big open doorway to the flag room and then a cramped underground passage makes for unclean, flag-running transitions.
     
  6. V1ve

    V1ve Member

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    TBH I always wanted a more linear style map with combat forced into certain locations such as middle/the flag room rather than spreading the pvp out. Perhaps this is my inner long time Counter Strike player self talking. But I'd love to see a real competitive based map which had put a lot of thought into the layout for like 8v8 matches and stuff.
     
  7. DJ_V5th

    DJ_V5th Well-Known Member

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    a map where every class is balanced
    (no ghoststeals, no op campspots, ...)
     
  8. Xelasi

    Xelasi Well-Known Member

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    What @cactusflower said ^^

    There are also maps that are still "terrible" by most current standards that are still incredibly fun to play. I think maps should be fun, even if slightly unbalanced, as long as the imbalance prefers free classes.

    A lot of people hate Blackout and Beaver Creek because they are "bad maps", but it is the simplicity of these designs and the leanings toward free classes that make them awesome for new players.


    Now that I’ve thought about it for a bit, I wanted to add a few things onto that awesome list that might help people when creating maps.


    6. Navigability. Maps need to have areas accessible to most if not all classes. A common complaint about maps with tall structures is that soldiers and ninjas can camp and other classes can’t reach them. If a structure is going to be tall, it should have options like sponges or nearby stairs so other classes can reach the top. Ladders can get tedious to climb.

    7. Projectile cover. Constant headshots from archers and constant mage/engi spam is obnoxious. Flat maps are a pain to deal with mages on, add elevation. Create extra passages like tunnels and provide proper coverage.

    8. Provide water in enclosed areas. If a single pyro can guard a flag solo the room should either have additional entrances or have water nearby.

    9. Clear direction. The locations of flag rooms should be obvious to players. I’ve noticed myself running the wrong direction on new maps recently because direction isn’t clear and it can get confusing.

    10. Minimal lag. Please. Transparent blocks, light producing blocks, vines, and too many other items can completely ruin a game because of lag.

    I may add more as I think of it ^^
     
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