So your a mapper? Read this please.
Posted: Mon Jun 18, 2007 5:04 am
Currently on the server we have roughly 80 something maps. Some are heart pumping maps designed to give you are rush, others are slow and relaxing. The problem with mapping in every game type is very simple, Mappers are responsible for everything that goes on in a map. The issue is slightly more broad then it seems and this thread will help to address it some faults and follies associated with that statement.
OK let's take about the 800 pound gorilla.
Adrenaline
This by far is the most controversial subject we can talk about. Adrenaline in general needs to be on every map. It also needs to be on the map in some sort of quantity. Quantity can be stretched many different ways, However for at least the medics on a map they require at least 10 adrenaline to get their medic weapon. Also there are possibly 20 players (or more) on a map, slow adrenaline pills understandably won't cut it.
Conversely there is the flip side to this problem. There is a point where adrenaline is too much. Adrenaline chiefly is used to make weapons, summon monsters, run artifacts, and the occasional boost combo. By overloading a map with adrenaline, you have just made it ridiculously easy by any standard of measure. You could claim that maps with a plethora of adrenaline pickups is adrenaline master friendly, However when there is adrenaline every person on the server benefits. Vorpals are churned out by the dozen, specific weapon type requests can be accommodated for. Lightning rods that are supposed to deplete your adrenaline for some amount of time, are quickly replenished. Medics spawn a sea of Giant razor flies, titans, and raptors. Also even the WM has the prospects of running their globe or triple.
The main goal is to balance these two extremes. I consider most of the maps on the server to be over adrenaline friendly, but thats out of the scope of this thread.
One other issue is placing adrenaline in the playing area of the map. It really needs to be avoided at all costs. If you do decide to add it there you need to make sure a player cannot keep his globe or triple running while on it.
Super Weapons
This is going to be relatively short.
Please limit the amount of redeemers available on the map. Anything more then three is probably bordering excessive. That means no weapon locker with redeemers placed inside. There are ways were you could squeeze them into an acceptable range. However to me it's just not worth having to deal with 20+ players with possible redeemers.
This is also an issue with ion painters, and air strikes.
Weapons
Standard weapons should be on any new maps. I will not accept any map with a non-standard weapon.
In general maps should have every weapon available. You should have access to everything from the MP5 (use Assault rifle, server replaces this) to lightning gun. There are specific cases where some should be excluded.
Almost anytime I question the addition of a weapon it's the mine layer. There is nothing more annoying then to have 100 mines all over the floor that kills everything before it can do anything. This doesn't promote fun to me, chiefly because you sit around for 40 minutes shooting nothing (living at least). Although every class benefits from the mine layer it honestly makes the game too easy. Especially when you can easily carpet the map with it.
Hiding rooms/Secret Areas
First off on the secret places.
This is a Team game, It's stupid to not tell players low level or otherwise where things are and how to get to them. Even low level players are extremely important to the easiness that the highest person is able to kill. Don't believe me? Well if you either believe the monster hardness is based on average level or lowest, the level 25 player becomes an asset regardless. If its an average it becomes x+25/2 (Example: 170+25/2= 97.5) level the monster is adjusted for, it's even better the other way as monsters would be only level 25. In both situations the level 25 person being alive greatly reduced the difficulty. Secrets need to be either obvious or relatively easy to get too.
I personally believe no place should be a perfect hiding spot from monsters. Especially not one that you can shoot out of. The concept of a game is balancing risk and reward.
Health and ammo
Health
This is largely your call, medics main function is too heal. If you supplied the medics with their needs this should not be an issue. A few vials is nice, however 5 health does nothing. You can up the health the vial gives you in the properties menu.
Ammo.
You can't shoot if you have no ammo, Some pickups go a long way. We also go through alot of ammo with the 105 weapon speed bonus we've been furnished with. These two reasons mean you should either have a bunch of ammo on the map or better yet weapon lockers.
Ok Thats the end of this, for now. The main issue is using some type judgment, and understanding the game.
If you want to make a map go for it. However I and others have picked up maps to take a look at. We have many maps that need to be looked at if making a map isn't your cup of tea.
http://clandw.com/modules.php?name=Foru ... opic&t=792
OK let's take about the 800 pound gorilla.
Adrenaline
This by far is the most controversial subject we can talk about. Adrenaline in general needs to be on every map. It also needs to be on the map in some sort of quantity. Quantity can be stretched many different ways, However for at least the medics on a map they require at least 10 adrenaline to get their medic weapon. Also there are possibly 20 players (or more) on a map, slow adrenaline pills understandably won't cut it.
Conversely there is the flip side to this problem. There is a point where adrenaline is too much. Adrenaline chiefly is used to make weapons, summon monsters, run artifacts, and the occasional boost combo. By overloading a map with adrenaline, you have just made it ridiculously easy by any standard of measure. You could claim that maps with a plethora of adrenaline pickups is adrenaline master friendly, However when there is adrenaline every person on the server benefits. Vorpals are churned out by the dozen, specific weapon type requests can be accommodated for. Lightning rods that are supposed to deplete your adrenaline for some amount of time, are quickly replenished. Medics spawn a sea of Giant razor flies, titans, and raptors. Also even the WM has the prospects of running their globe or triple.
The main goal is to balance these two extremes. I consider most of the maps on the server to be over adrenaline friendly, but thats out of the scope of this thread.
One other issue is placing adrenaline in the playing area of the map. It really needs to be avoided at all costs. If you do decide to add it there you need to make sure a player cannot keep his globe or triple running while on it.
Super Weapons
This is going to be relatively short.
Please limit the amount of redeemers available on the map. Anything more then three is probably bordering excessive. That means no weapon locker with redeemers placed inside. There are ways were you could squeeze them into an acceptable range. However to me it's just not worth having to deal with 20+ players with possible redeemers.
This is also an issue with ion painters, and air strikes.
Weapons
Standard weapons should be on any new maps. I will not accept any map with a non-standard weapon.
In general maps should have every weapon available. You should have access to everything from the MP5 (use Assault rifle, server replaces this) to lightning gun. There are specific cases where some should be excluded.
Almost anytime I question the addition of a weapon it's the mine layer. There is nothing more annoying then to have 100 mines all over the floor that kills everything before it can do anything. This doesn't promote fun to me, chiefly because you sit around for 40 minutes shooting nothing (living at least). Although every class benefits from the mine layer it honestly makes the game too easy. Especially when you can easily carpet the map with it.
Hiding rooms/Secret Areas
First off on the secret places.
This is a Team game, It's stupid to not tell players low level or otherwise where things are and how to get to them. Even low level players are extremely important to the easiness that the highest person is able to kill. Don't believe me? Well if you either believe the monster hardness is based on average level or lowest, the level 25 player becomes an asset regardless. If its an average it becomes x+25/2 (Example: 170+25/2= 97.5) level the monster is adjusted for, it's even better the other way as monsters would be only level 25. In both situations the level 25 person being alive greatly reduced the difficulty. Secrets need to be either obvious or relatively easy to get too.
I personally believe no place should be a perfect hiding spot from monsters. Especially not one that you can shoot out of. The concept of a game is balancing risk and reward.
Health and ammo
Health
This is largely your call, medics main function is too heal. If you supplied the medics with their needs this should not be an issue. A few vials is nice, however 5 health does nothing. You can up the health the vial gives you in the properties menu.
Ammo.
You can't shoot if you have no ammo, Some pickups go a long way. We also go through alot of ammo with the 105 weapon speed bonus we've been furnished with. These two reasons mean you should either have a bunch of ammo on the map or better yet weapon lockers.
Ok Thats the end of this, for now. The main issue is using some type judgment, and understanding the game.
If you want to make a map go for it. However I and others have picked up maps to take a look at. We have many maps that need to be looked at if making a map isn't your cup of tea.
http://clandw.com/modules.php?name=Foru ... opic&t=792