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Author Topic: Building The Perfect Beast  (Read 583 times)
SupaScoopa
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« on: August 07, 2010, 05:24:46 PM »

What makes custom maps fun to play?  What are some general design strategies that keep players returning to a map over and over? Share ideas you've noticed in other maps or your own. Like...


Size Matters - Keeping the size and complexity of the map to suit the number of players.  Big maps can get boring if you're spending most of your time getting around and/or waiting.  Tiny maps can be frustrating as well if you spend most of the time dying. 

Cover - Basically the same as size.  Providing too much cover can decrease the action level, too little usually increases everyone's death rate.

Visually Memorable - So many maps end up looking like one another which makes it hard to remember them, but the maps that have unique and memorable designs helps to set them apart from the herd.

Smooth Moves - Non-stick surfaces rule. Keeping stairs, pathways, entrances & exits free of uneven connections and unnecessary clutter that would otherwise cause the player to freeze in their tracks.

Chain Reactions - Explosions are always a crowd pleaser. Strategic placement of physic objects, ammo boxes & destructible items can light up the sky and help to rid of pests.

Alternative Routes - Providing more than one type of pathway to and from key spots not only give players strategically choices, but also adds more depth to the playing experience.  This time YOU take the high road, and I'LL take the low...

Full Immersion - Believable environments, real or unreal help keep the player's focus on gameplay. Not on the pointy mountains, drop at map's edge, visible map corners, too close to spinning fake trees, sloppy constructions or anything that would generate that ol' wtf? response.

Fish In A Barrel - Obstructing sniper's sightlines somewhat can keep the game interesting rather than giving the snipers an unfair advantage.
Spawn locations should be spread apart and each have some type of cover.


I'm sure everyone here is more than familiar with these examples, so if you have more to share please do!

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(CDG)CaptainDEEZ
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« Reply #1 on: August 07, 2010, 05:43:58 PM »

We are, but thanks for putting them down in words.  It is necessary to have all of those elements in your maps.
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(CDG)yoz303303
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« Reply #2 on: August 07, 2010, 06:16:00 PM »

nice topic!

you can use fire to get to a ammo box and set of another explosion for ex
 you put a red barrel in a patch of grass and a few meters away in a building a ammo box and set it off by the smallest amount of grass going in the building...

i personally don't like big/complex (man vs wild) maps where you have to wait for some pray to walk in your trap Tongue
small maps are fun for what its intended a small group of players (8vs8 = shield vs shield )

start whit some basic layouts,
playing field
a road
water border

spend more time on the terrain then you think...this will make a map 10x nicer in the long run...
mountens
water line
line of site
recover spots

start whit a basic plan what you want to achieve whit your map in terms of looks and playability
sniper
assault
cqb

try different types of weather and light setting and walk your map a lot because that's what the players line of side is and not a flyby whit a camera....

don't walk to much or you will end up like me.....6 hours walking 1hour mapping....  Cheesy
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[CDG] Negrumir
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« Reply #3 on: August 07, 2010, 06:19:41 PM »

One little thing I usually do is overload my map with spawns. I don't see any downside to it.
You're required to have at least 8 of each team's spawns but you should definitely place more if you're not out of budget.
The more possible places you can spawn, the more options the game's "spawn far away from enemy but close to base icon" logic has. And it'll be less likely to put you in the same spot you just spawned before. Nothing builds frustration like having no choice but to run down the same path and get killed again multiple times. Even if it's only five feet away, it'll look just a little bit different so the player won't begin to tire of repetition.

Also about spawns, always try to accommodate all modes. Having spawn points completely surround an Uprising point makes it hard to capture and may ruin the map for that mode. You want both teams to have equally easy access to at least one Uprising point. For CTD you want your spawns closer to the diamonds for your team. Too far away and you might die while defending it only to take another 40 seconds to get back there after you respawn, by that time the enemy may have escaped and scored with your diamond.

If you're going to place a lot of spawns, don't have them overlap each other. That is, don't have APR and UFLL right next to each other. This almost always results in one team getting trashed right off the bat. Occasionally it gets confusing when you end up spawning closer to the enemy's base than they do. It screws up map flow and causes players to lose their sense of where to go.

Naturally, the rules don't apply if you're making a special type of map. Like maps where all the team spawns are overlapped and there are no bases. This make a team free-for-all which is great fun, and given the layout of the map, you likely won't see any spawnkilling.
Other maps where the diamonds are reversed are fun. Or ones where the diamonds are right next to each other, but away from the team spawns make a King-of-the-hill type game mode.

Fallen Champ said one of the best simple rules for spawns and map size/layout/design. "Always make you maps so it takes no longer than a minute at the maximum to find an enemy." A full minute of complete cease-fire is really boring for a shooting game and usually makes people leave the match or give a low rating.

I also try to keep spawns away from roads where vehicles will drive, away from explosives or ammo crates, away from edges so they don't spawn, take two steps, and fall to their death, and also keep them away from really good camping spots. There's nothing wrong with a point in the map that grants a serious advantage, just don't let people bunker down before they even move. Make them have to go find a good spot, not just be dropped there from the start.

Poor placement of spawns can ruin even the best maps. Decent spawn placement is easy to do and I rarely see any stupid spawns these days. But that little extra thought and time into your spawns can make your map that much more fun to play.

(Not that I'm a spawn-point-master or anything, I know what's fun and what's not though. Smiley )
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[CDG] bongobreak
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« Reply #4 on: August 07, 2010, 10:36:53 PM »

I always prefer to build customs buildings and structures - not that the buildings in the FC2 palette aren't any good  - I just love to build architectural designs, or movie based maps.
I always try to start with a sketch. I'm certainly no good at sketching, but I find it's a good way to visualise a map and to get a good idea of the layout and the construction of the structures.
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(CDG)CaptainDEEZ
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« Reply #5 on: August 08, 2010, 10:15:23 AM »

A lot of good points here. 
I like to keep my spawn points somewhat symmetrical.  So there are spawns in about the same area on the opposite site.  As far as camping spots go.  I like to place spawns not far behind behind really good camping spots, especially in DM mode, so that the camping spot will be compromised if you hang out there too long.
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(CDG) Pounded_by_slave
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« Reply #6 on: August 19, 2010, 10:06:09 AM »

@Rob I can imagine. Most of the multiplayer maps in old shooting games would be terrible on FC2 for that reason.....
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[CDG] Negrumir
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« Reply #7 on: August 19, 2010, 02:01:26 PM »

I think the spawn shield is seven seconds actually.

As I said before, making decent spawns is super easy, just place a bunch around you map and that's it.

Bad spawns tend to be only ones that are all clustered in one spot, are near edges so you immediately walk off and die, or a disadvantageous to one team.

Really good spawns are near impossible with FC2's rules for spawning. There's no one rule to follow that'll ensure great spawns, each map is different so the spawns must be different as well.
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