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What do you look for in a - యూజర్ పేరు - 06-17-2010 12:04 PM

multiplayer map for a first-person shooter game?

In other words, what do you think makes an MP map in an FPS good?


Re: What do you look for in a - HeartofShadows - 06-17-2010 12:08 PM

I HATE CAMPERS THEY CHEAT AND HIDE AND STAY IN THE SAME SPOT AND KILL MEZ!!!

I HATE CAMPERS BECAUSE THEY DON'T PLAY LIKE A REAL MAN!!! AHHHHh!!!

Seriously the maps I liked the best were unreals.


Re: What do you look for in a - arthasmenethil - 06-17-2010 12:25 PM

One where camping opportunities are minimal(if not non-existent)

I also like places where there are places for short and long range fighting(ie. not a network of small rooms).


Re: What do you look for in a - Akai - 06-17-2010 12:27 PM

Lots of weapons. Lots and lots of weapons. Adjustable look sensitivity. Realistic violence. RPG elements, such as character customization (entirely cosmetic) and the opportunity for the player to decide where the story goes. Map editors. Online play with anti-hack protection.


Re: What do you look for in a - Rebelnerd - 06-17-2010 01:00 PM

I like big, open spaces where everyone tries to be uber badass by using a sniper rifle. Because usually only about 5% of them are actually decent snipers and the rest are in denial because they think snipers are cool. This means I can use an SMG or assault rifle and just cruise around the map hunting them down in their little hidey holes until they realize that their strategy isn't working, which usually takes a VERY long time.


Re: What do you look for in a - The Desert Fox - 06-17-2010 01:57 PM

Depends. Are we talking about a military-style FPS or Left 4 Dead?


Re: What do you look for in a - యూజర్ పేరు - 06-18-2010 12:53 PM

A military-style FPS.


Re: What do you look for in a - Blood Demon - 06-18-2010 03:20 PM

ones that are small so that way you don't have to spend forever looking for someone to shoot.


Re: What do you look for in a - The Desert Fox - 06-18-2010 11:48 PM

I like medium-sized maps which are mostly outdoors but have a decent amount of structures and whatnot in them. And there shouldn't be identical sides in different colors for each team. Those are okay, but there's far too much of that. Having a side passage or two is preferred, but again, never the same design for both of them.

Also, putting more than one-two horribly exposed ways to get from one side to the other (besides the side passages, and assuming that this has teams spawning on either side of, like, let's say, a small river) is definitely preferred so you have to have a better defense than just spam a million bullets every time you see movement in that choke point.

Also, no ammo dumps and always have at least two entrances to every opportunistic building, even if you have to put a hole in the (accessible) roof.


Re: What do you look for in a - The Desert Fox - 06-19-2010 12:02 AM

anonymous2 Wrote:I like a bunch of erotic video rooms.
SUP TROLL?


Re: What do you look for in a - aaaaaaasd - 06-19-2010 05:21 AM

This is pretty much all you need to do to have the best map ever:
http://www.youtube.com/watch?v=GUjW4jkb_zo


Re: What do you look for in a - Ceiling Cat - 06-19-2010 06:20 AM

Huge, complex, asymmetrical, without fillers, with a good variety of theme consistent materials and making good use of radiosity lighting. (dynamic ain't going good with source amirite)
Ingame object placement is also crucial, make sure spawns are hard to camp, weapons as easy to get as they're worth, equally distributed between teams and spawn points. Make sure to keep the strongest weapons out of play for the very first minutes, by either making them hard to access or script an event to reveal them later.
And NO CHEAP DEATHS, ever. If I see anyone making bottomless pits over badly placed trigger_push... for fuck's sake, lrn2jumppads.


Re: What do you look for in a - The Desert Fox - 06-19-2010 06:26 AM

Also preferably with a handful of wide, open spaces for the reason Rebelnerd said.


Re: What do you look for in a - Alucard483 - 06-19-2010 10:03 AM

It really all depends. Is it a ToW style map? Objective ToW? Objective? CTF? Deathmatch? TDM?

In a Tug of War style map
1) Big map with a taper to the final objective.
2) Fixed spawn as well as spawn on shoulder for invaders.
3) Select your spawn as well as spawn on shoulder for defenders.
4) 2:1 teams ratio with man advantage to attackers.
5) Defenders win by time out or deplete enemy reinforcments and all remaining players.
6) Attackers win by objective cap or deplete enemy reinforcments and all remaining players.
7) Lots of choke points, that are destructable.
8) Defenders get a head start to get to defenses, while the attackers get time to coordinate the attack.
9) Waved reinforments for attackers, time delay for defenders.
10) Asymetrical
11) Mixed terrain

In an Objective Tug of War style map
1) Medium size map
2) Hold points can be camped, but not easily.
3) Waved reinforcments
4) Symetrical
5) Lots of flanking routs
6) Choke points located on either side of middle flag and outside bases.
7) 1:1 Team ratios
8) Fixed spawns
9) Rugged Urban Terrain

In an Objective style map
1) Small map
2) Hold points can camped, but not easily
3) Time delay spawn
4) Asymetrical
5) Random spawn
6) Urban Terrain

In a CTF style map
1) Medium size map
2) Hold points can be camped, but not easily.
3) Waved reinforcments
4) Symetrical
5) Lots of flanking routs
6) Choke points located on either side of middle and outside bases.
7) 1:1 Team ratios
8) Fixed spawns
9) Mixed Terrain

In Deathmatch and Team Deathmatch style maps
1) Medium size map
2) Hold points can be camped, but not easily.
3) Time delay reinforcments
4) Symetrical (TDM) Asymetrical (DM)
5) Mixed Terrain
6) Choke points located on either side of middle and outside bases.
7) 1:1 Team ratios
8) Fixed spawns as well as spawn on shoulder


Re: What do you look for in a - యూజర్ పేరు - 06-20-2010 06:18 AM

Using what you guys told me, I'm working on a new MP map for Call of Duty 4, which I may likely port to Call of Duty: Black Ops once the mod tools for it come out.

Basically it's going to be a medium-sized impound lot with a few buildings around the edges.


Re: What do you look for in a - The Desert Fox - 06-20-2010 06:30 AM

BobManPerson Wrote:Using what you guys told me, I'm working on a new MP map for Call of Duty 4, which I may likely port to Call of Duty: Black Ops once the mod tools for it come out.

Basically it's going to be a medium-sized impound lot with a few buildings around the edges.
If the cars are going to explode-able, please don't make it so that one shot will cause the whole place to go up in flames.


Re: What do you look for in a - Ceiling Cat - 06-20-2010 07:03 AM

Need any help from someone who's been using Radiant for almost 5 years?


Re: What do you look for in a - యూజర్ పేరు - 06-20-2010 08:04 AM

Ceiling Cat Wrote:Need any help from someone who's been using Radiant for almost 5 years?
I'm actually pretty skilled with Radiant myself (here are some examples of past works), but if you want to help that would be nice.

If you have CoD4 and the mod tools for it, it would make everything easier. But if you don't, just be sure to caulk all the textures if you send anything to me.

I'm following a layout I drew, so if you want to help I can send you the layout and tell you what I could use help with.


Re: What do you look for in a - AWOL - 06-20-2010 06:25 PM

Large suburban maps. Or anything in Counterstrike. Counterstrike maps were heavily critiqued, so only the best maps were left.


Re: What do you look for in a - The Desert Fox - 07-01-2010 03:21 AM

City 17. 'Twas ported to L4D and is epic.


Re: What do you look for in a - యూజర్ పేరు - 07-01-2010 06:10 AM

Here's what I have right now:

[Image: wre3kp.jpg]

For those who don't know, green is detail, grey is structural, orange is non-colliding, pink are models, and red are dynamic models. Not that it makes much of a difference, though.


Re: What do you look for in a - The Desert Fox - 07-01-2010 06:12 AM

Looks good man. Biggrin Is that overpass accessible?


Re: What do you look for in a - యూజర్ పేరు - 07-01-2010 06:12 AM

The Desert Fox Wrote:Looks good man. Biggrin Is that overpass accessible?
No. It's mostly for scenery to prevent players from seeing the edge of the world, hence the reason it's non-colliding.


Re: What do you look for in a - యూజర్ పేరు - 07-01-2010 06:13 AM

Someone critique the layout of the map, if possible. Later tonight I'll upload a better overhead view.


Re: What do you look for in a - Thought Criminal - 07-01-2010 06:22 AM

I love suburban maps. A great example is that level in MW2 where you need to recover the VIP from a safe room. It gives plenty of places to hid but it's sprawled out enough to where camping is pretty much pointless. It's good when there are some derbies thrown out in the street and lawns to block bullets when your moving from house to house too but not so much to where its a simple stroll across the street.

Your map is definatly something I would play. It's open but there are plenty of buildings.


Re: What do you look for in a - AWOL - 07-02-2010 12:34 AM

de_dust.


Re: What do you look for in a - aaaaaaasd - 07-02-2010 12:45 AM

achievement_idle


Re: What do you look for in a - యూజర్ పేరు - 07-03-2010 01:38 PM

Preliminary screenshot:

Hidden stuff:
[Image: 2ufdbmb.jpg]

I'm going to change a lot of stuff.


Re: What do you look for in a - Rebelnerd - 07-03-2010 01:46 PM

Dude, don't use cargo containers. They're almost as unoriginal as wooden crates and exploding red barrels.


Re: What do you look for in a - Thought Criminal - 07-03-2010 04:39 PM

Rebelnerd Wrote:Dude, don't use cargo containers. They're almost as unoriginal as wooden crates and exploding red barrels.
A few are alright but it would be cooler if you did like crushed cars stacked on top of each other.