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What makes a good map?

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What makes a good map?

Postby Squeal » Mon Jan 30, 2012 8:42 pm

This thread was placed in the discussion forum rather than the mapping thread because I felt here was more appropriate, this is a question of AoS game-play rather than the discussion of ideas and opinions. If it is in the wrong place would the mods kindly move it.

As stated in the title; what makes a good map?

In my own eyes it has to allow multiple methods of reaching the enemy base, unlike many single route maps than end in a boring game of attrition. Custom maps such as New Fort illustrate this quite well; there are three main routes to the enemy's fort, each fighting independently but giving a strategic advantage to the others.
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Re: What makes a good map?

Postby TheGrandmaster » Mon Jan 30, 2012 8:55 pm

Having multiple routes is good, and a couple of height levels is a good thing too, even more variation.

It depends on what type of 'map' we are talking about really - how many players you're dealing with, whether it's a match or whether it's for public servers..
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Re: What makes a good map?

Postby Aqwertybqwerty » Mon Jan 30, 2012 8:57 pm

I find that a good map has a good balance for each team, provides ample building oppurtunities, and doesn't use anything gimmicky or that results in spam (e.g. Hallway or Pinpoint, although both maps have their moments).

I also like maps that aren't super open, but at the same time aren't so claustrophobic that I feel limited in my movement options.

And maps that are deep enough for trench warfare. I need my trenches :p
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Re: What makes a good map?

Postby IrishElf » Mon Jan 30, 2012 11:07 pm

Varied height and terrain [such as gen maps].
Potential for, but not over dependence on tunneling [Good example of over dependence is hallway, where usually the only way across the map is tunnels].
An original idea, and design.
A map colour scheme that DOESN'T make your eyes bleed. Seriously, I know it's just soooooo fucking tempting to have a neon coloured map, but no one playing it will share your views of just how "awesome" your colours are.
ABSOLUTELY NOT A "BRIDGE MAP" One of those was enough, as is we have about a dozen.
"Island" maps have also been done to death, and should be avoided if possible.

That's generally what makes a decent map imo.
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Re: What makes a good map?

Postby Tai » Tue Jan 31, 2012 12:17 am

I find any map offers it share of challenges. I sometimes am in the mood for a map like pinpoint or hallway, and sometimes I more interested in playing a more urban map like Tank Fight or Normandie. The only map I've never particularly cared for has been bridgewars, and any of it's variants. I don't have an issue with the map itself, the bridge just gets griefed constantly. While we're on the topic, I'm not particularly fond of Antic Bridge either.
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Re: What makes a good map?

Postby CalenLoki » Tue Jan 31, 2012 2:29 am

What makes good map? Except rare occasions when I want to play something silly:
1. in needs to prevent or at last strongly discourage skipping whole combat and going straight to intel. So no possibility to dig tunnel that covers you for more than half the way, no pre-existing cover that make you invisible too long. Teamwork over stealthy lone-wolfing.
2. it needs to focus gameplay by forcing/encouraging players to stay close to the middle of the map. i.e. pre-existing cover only in the D-E rows, or flanks accessible only using player-made bridges (so large island in D-E rows + small islands north and south + water damage). TOW maps can skip that point, as gamemode focus gameplay enough.
3. Pre-existing cover shouldn't be enough. If you add too much of it, it's run'n'gun'destroy - without building aspect. No cover at all is acceptable, but makes early gameplay (just after reset) boring as duck.
4. Pre-existing cover should have form of multiple small obstacles, rather than few large ones.
5. It should not looks too gamey (more natural shapes). Not that important for gameplay itself, just for immersion.
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Re: What makes a good map?

Postby Articsledder » Thu Feb 02, 2012 1:03 am

My general thought is don't build anything unless its civilian. Building war-related stuff in mass numbers just leads to a lack of building. In some situations it is ok however.
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Re: What makes a good map?

Postby Tigershield » Thu Feb 02, 2012 1:19 am

I miss a capture the hill map. For gamemode CTF. Whit some nice trenches and bunkers already there(but most needs to be build. On the far side a nice small little village for team X.

I dont like bridge maps.like antic bridge.
I like normandie,and market garden.D-day kinda maps,whit some detials.

Gen maps are nice cause you need to make your own bunkers,I like to go into diferent directions when im attacking.So allot of flanking is is a good thing.

Sorry for shitty english.

A decent map editor would be nice,something like farcry 2,crysis2. some user-friendly map editor.
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Re: What makes a good map?

Postby Gorman » Thu Feb 02, 2012 10:44 am

- No buildings, or few buildings. People should build for themselves

- Natural barriers; mountains and rivers are great. Cemetery is one of my fav maps, the rivers make it great to defend and makes the map great to play on.

- Not *too* deep. I hate buried intel at great depth.

- Some flat areas and some lumpy. To be honest I'm ok with all nice and flat, but it's nice to have variations.

- Encourage different routes - cemetery is great because there are 2 distinct routes, plus all the player made ones!

- Encourage teamwork - YES CEMETERY AGAIN - your team needs bridges if you want to win, so people do build them! You need trenches and bunkers, and so they are built!

City maps can be fun, but there is way less building - it is more like 'modifying' the buildings to make your team stronger.
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Re: What makes a good map?

Postby Beret » Thu Feb 02, 2012 12:19 pm

All I ask is that they have varied height, and room underneath to tunnel anywhere that isn't right next to water. I'll give hallway a sort of pass because you can still tunnl upwards and tunnel fight that way, but it really is the worst possible map for R1CTF- you just can't get near the enemy base without room to dig underneath it.
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Re: What makes a good map?

Postby Funk » Fri Feb 03, 2012 6:23 pm

a good level of cover, not massive buildings or things that are to hard to smash, think trees and a few buildings.
by buildings think normandie or messa, small things are look like thay belong there.
dont have less than 3 paths.
dont have things are that ask to get grifted i.e. massive bridges
have a good range of hights
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Re: What makes a good map?

Postby Joeyray » Fri Feb 03, 2012 8:16 pm

Face-Off was a good map, in my opinion anyway, If you wanted trenches then you could stick to the top of each side while it was deep enough to have a giant mass of tunnels to sneak through on both sides, though sadly as custom maps got better this maps fallen out f favour sadly.
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Re: What makes a good map?

Postby scrdest » Fri Feb 03, 2012 10:35 pm

Due to my slight territory control obsession, I like maps that have multiple chokepoints NOT in a straight line preferably, with short but dangerous paths and longer but safer ones, like Normandy or Deck 17 and, for that matter, Pinpoint. Some variation in terrain is nice, allowing for tunneling, sniping and natural cover and obstacles. Some buildings of strategical value or sniping oportunities (like church in Normandy). Also, no damn checkerboard for ground, it hurts my eyes!
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Re: What makes a good map?

Postby Swinger1 » Sat Feb 04, 2012 1:30 am

in a word: originality.

if it's something I have not seen before, I consider it a good map.
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Re: What makes a good map?

Postby SnaJperME » Sat Feb 04, 2012 1:48 am

A good map must have -
1.Heights
2.Not heights
3.Rivers
4.Digging terrain
5.Building terrain
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