whenever i'm making a map, i measure the exact mid point between paths for balance purposes. using this mid point, you can distribute pickups evenly so that each side has an even change of securing a fair proportion of pickups. this is why you largely see the akimbo within the area of the direct center of the map on any decent map. and yes, i also plan out flag interception paths so that it is actually possible to catch up to people who steal the flag by taking shortcuts.
considerations .
I believe it is possible to balance maps even though they are not symmetrical .
Another issue is that the center point of the map does not always have the same access time to the two bases . In the desert3 akimbo is more accessible to only one base. In depot Kevlar is closer to one side.
Existm still the matter of getting out of the base ...
In desert3 is evident that the jump / crouch facilitated the departure of one of the bases .
Changing the speed kickback of AR altered the rush in the tunnel in depot ...
I found interesting your explanation. So it is clear to know how the mappers think .
I did not like the new version iceroad , was large and with many rooms . But I realized that the proposal on the new map to iceroad was bold . The gameplay on this map would be different and more technical . I compare the new iceroad with map of fundog venison . the two maps are maps in innovative gameplay . The difference is that I see the new iceroad for 4 x 4 or 5 x 5 players.
ac_cavern is a very different map. I agree that this map hampers the effectiveness of AR . This is a characteristic that influences the gameplay and makes it very interesting map. I really feel in a cave when I play it.
One observation I make is that these newer maps are more difficult to understand for new players.
I believe it is possible to balance maps even though they are not symmetrical .
Another issue is that the center point of the map does not always have the same access time to the two bases . In the desert3 akimbo is more accessible to only one base. In depot Kevlar is closer to one side.
Existm still the matter of getting out of the base ...
In desert3 is evident that the jump / crouch facilitated the departure of one of the bases .
Changing the speed kickback of AR altered the rush in the tunnel in depot ...
I found interesting your explanation. So it is clear to know how the mappers think .
I did not like the new version iceroad , was large and with many rooms . But I realized that the proposal on the new map to iceroad was bold . The gameplay on this map would be different and more technical . I compare the new iceroad with map of fundog venison . the two maps are maps in innovative gameplay . The difference is that I see the new iceroad for 4 x 4 or 5 x 5 players.
ac_cavern is a very different map. I agree that this map hampers the effectiveness of AR . This is a characteristic that influences the gameplay and makes it very interesting map. I really feel in a cave when I play it.
One observation I make is that these newer maps are more difficult to understand for new players.
anyway, the gist of this is, when you're mapping, just try to create something that you would have fun playing on. don't try to emulate official maps (I see this far too often, probably because the devs encourage it), and you'll eventually come to understand how paths fit into a map.
the most important thing to realise is that there is absolutely no set formula to creating a map. r4zor made ac_sunset by just connecting rooms together randomly, and somehow that created a decent map. as with any profession, the best advice to get better is to just do it.
the most important thing to realise is that there is absolutely no set formula to creating a map. r4zor made ac_sunset by just connecting rooms together randomly, and somehow that created a decent map. as with any profession, the best advice to get better is to just do it.
ac_sunset I have a trauma ... ;)
ac_sunset is similar to several other maps of 3 ways ...
for new players these maps are different , but for competitive players , they are equal ...
ac_swamp pleased me , although this map is similar to many others ...
3 paths , an open area in the middle .. a longer path , a shorter ...
What I liked was the way to get the bases .. climbing the wall or jumping boxes and coming through the window ... the position of kevlar is bad , very exposed . imo
I like symmetrical maps , exactly the same on both sides .. mirrors ..
but to create maps for different strategies on each side is also interesting ...
Imagine the same team playing ac_cavern , ac_depot and ac_swamp ...
to win these 3 maps this team should be very versatile .
I see many mappers saying that the maps are not being played as it should be played . The changing characteristics of weapons changes the gameplay . Include jump / crouch changes the way you play the map . Some official maps are already obsolete . imo
ac_sunset is similar to several other maps of 3 ways ...
for new players these maps are different , but for competitive players , they are equal ...
ac_swamp pleased me , although this map is similar to many others ...
3 paths , an open area in the middle .. a longer path , a shorter ...
What I liked was the way to get the bases .. climbing the wall or jumping boxes and coming through the window ... the position of kevlar is bad , very exposed . imo
I like symmetrical maps , exactly the same on both sides .. mirrors ..
but to create maps for different strategies on each side is also interesting ...
Imagine the same team playing ac_cavern , ac_depot and ac_swamp ...
to win these 3 maps this team should be very versatile .
I see many mappers saying that the maps are not being played as it should be played . The changing characteristics of weapons changes the gameplay . Include jump / crouch changes the way you play the map . Some official maps are already obsolete . imo
Eu acredito que AR kick-back não é um exploit. Isto é a principal característica do jogo. Isso é roots!!!
Mas eu acho interessante criar mapas que alterem obrigatoriamente a forma de usar as armas.. forçando o jogador a adaptar a arma e seus movimentos ao mapa.. isso é uma inovação..
Seria interessante fazer um estudo sobre o mapa ac_depot. esse mapa já foi jogado de várias maneiras diferente...
A alteração do kickback do AR alterou a estratégia..
A chegada da carbine mudou as coisas também..
Eu uso shotty..
Interessante perceber que alguns mapas ficam fora do controle dos mapper após serem desenvolvidos...
Mas eu acho interessante criar mapas que alterem obrigatoriamente a forma de usar as armas.. forçando o jogador a adaptar a arma e seus movimentos ao mapa.. isso é uma inovação..
Seria interessante fazer um estudo sobre o mapa ac_depot. esse mapa já foi jogado de várias maneiras diferente...
A alteração do kickback do AR alterou a estratégia..
A chegada da carbine mudou as coisas também..
Eu uso shotty..
Interessante perceber que alguns mapas ficam fora do controle dos mapper após serem desenvolvidos...
*ps. Gema is not for training only. Its a competitive mode too.