ac_tiebreak
#1
Hello AssaultCube community, today I'm going to speak about a new map project for the 1.2. If you play less than 1 match (I said match, not inter, not publics) per months, no offence but your posts will have no real value.

I will have a lot of free time soon, and I will start a map (desert-urban theme), using all my knowledge in mapping, I will try to make a 100% fair map esecially for match players (it's why I called this thread "ac_tiebreak").

Of course, some official maps are not that biased, but there is always something that gives an advantage somewhere (shine, depot, sunset, elevation are known to be as fair as possible but it's still unfair, not a lot but unfair)
Since there is NO 100% fair map in the official package, I will try to to make a map that gives a chance to all weapons , and the gameplay will look like a perfect axial symmetry.

How am I going to make a map playable for all weapons? (watch out, I'm speaking about the 1.2/SVN weapon balance!)
This is the easy part, shotgun is the best weapon at short ranges and the worst at long ranges, SMG is good at short-mid ranges, AR is good at mid-long range, and sniper/carabine will carry the middle side (kinda like ac_shine but the sniper will not be able to own the RVSF left side so easily). Each box, obstacles, barrels etc will have a special place to offer the best match experience and a gameplay as soft/fast as possible.

How am I going to make a 100% fair map?
Fisr of all, I need a gameplay, the axial symmetry is just the start, but there is a lot of gameplay that fit with the actual idea (a huge-8 gameplay is the most simple one, but I obviously need a more complex gameplay, feel free to give ideas, gameplay drawings ideas, etc...).
During the entire mapping process, I will ask advices of all match players I know (from all active clans, and I will also try to get advices from old MIA match players). Actually, I will need advices from active clans I never cross on teamspeak/this forum such as rC, LC, oNe, ex-legacy, MyS etc...

I will often edit this first post to give news, work in progress and interesting advices, if you are a confirmed mapper, feel free to contact me, I'm open to any help from any experienced mapper.

Actual gameplay project (picture):

You can start helping me by answering to those questions:
-What is the perfect use of helmet on map in match?
-Can the overuse of different textures affect the FPS?
-What is the perfect form of a base, to avoid spawnkills and stuffs?
-What do you think about this gameplay idea?

Some basic informations/issues about the base:

I don't want to make a splited/huge base for some reasons, first of all this map is made for matches, so we can't let some facts ruining the gameplay.

Bad exemple: ac_desert3 CLA base, spawns are dumbs, there are spawns at the top (out of the base lol), the map is huge and when the enemy escape with your flag, the most important points to stop him is to have a good spawn (or not a unlucky one). It's the same thing on ac_depot, if you spawn front of the way the enemy escapes, he's dead, if you don't spawn at the oposite... bad luck. To avoid this, I will make a non splited base (remember the ac_desert3 exemple) and i'll make a not huge room, like that different spawns will not affect the random spawn a lot.

Bad exemple: ac_shine, both bases are very open, this offers a very soft, fast and enjoyable gameplay, but this is a serial issue related to the spawn kill, if you stay on sides (right and left) you can easily spawnkill an oponent (because spawn orientations are not always very well placed). Plus the CLA side is directly open to the middle, spawning here with a sniper/ar front is like spawning half HP. To avoid this, if you check the gameplay picture, you can see the middle is not directly linked to bases, there is a room between the base and the mid. Plus, to avoid spawn kills, spawn points will have a good orientation and will be sticked to walls, like that the spawnkiller will not be in your back (but front or at sides).

NO TL;DR FOR YOU, READ PLEASE.
Thanks given by:


Messages In This Thread
ac_tiebreak - by ExodusS - 06 May 13, 11:45AM
RE: ac_tiebreak - by Andrez - 06 May 13, 12:11PM
RE: ac_tiebreak - by RKTnoob - 06 May 13, 02:17PM
RE: ac_tiebreak - by Nightmare - 06 May 13, 02:30PM
RE: ac_tiebreak - by ExodusS - 06 May 13, 04:56PM
RE: ac_tiebreak - by Million - 06 May 13, 02:36PM
RE: ac_tiebreak - by Oracle - 06 May 13, 07:30PM
RE: ac_tiebreak - by BigGunZ - 06 May 13, 09:10PM
RE: ac_tiebreak - by Waffles - 06 May 13, 09:32PM
RE: ac_tiebreak - by Mr.Floppy - 06 May 13, 10:12PM
RE: ac_tiebreak - by ExodusS - 06 May 13, 10:48PM
RE: ac_tiebreak - by Cemer - 06 May 13, 10:59PM
RE: ac_tiebreak - by PhaNtom - 06 May 13, 11:09PM
RE: ac_tiebreak - by BigGunZ - 07 May 13, 12:16AM
RE: ac_tiebreak - by #M|A#Wolf - 07 May 13, 02:13AM
RE: ac_tiebreak - by Ronald_Reagan - 07 May 13, 05:11AM
RE: ac_tiebreak - by ExodusS - 07 May 13, 11:50AM
RE: ac_tiebreak - by AtoMikK - 07 May 13, 01:11PM
RE: ac_tiebreak - by Marti - 07 May 13, 02:06PM
RE: ac_tiebreak - by ExodusS - 07 May 13, 06:35PM
RE: ac_tiebreak - by Mystered - 07 May 13, 06:36PM
RE: ac_tiebreak - by ExodusS - 07 May 13, 06:46PM
RE: ac_tiebreak - by Luc@s - 07 May 13, 09:19PM
RE: ac_tiebreak - by Mystered - 08 May 13, 12:20AM
RE: ac_tiebreak - by ExodusS - 08 May 13, 10:53AM
RE: ac_tiebreak - by Undead - 08 May 13, 09:08AM
RE: ac_tiebreak - by Mystered - 08 May 13, 04:47PM
RE: ac_tiebreak - by Waffles - 08 May 13, 04:49PM
RE: ac_tiebreak - by ExodusS - 08 May 13, 05:48PM
RE: ac_tiebreak - by Cleaner - 09 May 13, 02:21AM
RE: ac_tiebreak - by Ronald_Reagan - 09 May 13, 03:48AM
RE: ac_tiebreak - by Cleaner - 09 May 13, 07:54AM
RE: ac_tiebreak - by ExodusS - 11 May 13, 11:05PM
RE: ac_tiebreak - by Million - 27 May 13, 08:25PM
RE: ac_tiebreak - by Oracle - 05 Jul 13, 10:09PM
RE: ac_tiebreak - by ExodusS - 06 Jul 13, 04:04PM