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Skins, Models and Maps
(Moderator:
[BTF]DeathStalker
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Poll: Map Types
Poll
Map Types
Space map, more closed off
0 (0%)
Space map, more open to space
3 (37.5%)
Narrow hallways, tight fighting quarters
1 (12.5%)
Wide open, railers dream
0 (0%)
Multi-level fighting, tall buildings
2 (25%)
Combo, or anything at all
2 (25%)
Total Members Voted:
7
Voting closed:
December 19, 2004, 06:12:26 PM
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Topic: Poll: Map Types (Read 2333 times)
[BTF]EyEsTrAiN
Swanky Member
Posts: 603
Fragtastical
Rated:
Poll: Map Types
«
on:
December 19, 2004, 06:12:26 PM »
Wondering what different opinions are on map types, ie. whats your favorite 'kind' of map.
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"All life begins with Nu and ends with Nu. This is the truth! This is my belief!...At least for now."
— "The Mystery of Life," vol. 841, chapter 26
Art
Carpal Tunnel Member
Posts: 1095
Rated:
Poll: Map Types
«
Reply #1 on:
December 19, 2004, 08:33:00 PM »
There are a ton of maps I like, but just a very few that really stand out. The ones I consider best are "techincal" and well balanced as far as wide open spaces, tight quarters, multi-level, and natural hazards (like lava, space, ect...).
q2dm3(fragpipe), q2dm6(lavatomb) are absolutely two of the most technical and well balanced maps I can think of. To me, the best thing about quake2 is it's steep learning curve due to the games' unique physics (which I'm afraid will never be duplicated). Negotiating a "hazardous" map while engaging the opponent is much more challenging than just fighting in the wide open.
(To go along with the "technical" aspect, I really like 1v1 play, but that's a different thread)
(:
These maps require the player to not only learn good aim and evasive manuevers (the basics), but also to be aware of map environment and master moves to efficiently negotiate the map WHILE combating. ---> (if he/she wants to be competitive, which is also a different thread)
I think maps like the ones mentioned above come close to exploiting the full potential of Quake2 gameplay, not to mention they're just plain fun. All mapmakers (IMO) should take a close look at them for a basis of quality map construction.
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Laurelin
Carpal Tunnel Member
Posts: 1194
Rated:
My Cents
«
Reply #2 on:
February 05, 2005, 11:48:30 AM »
Good points Art.
I believe a Blend of all these 'aspects' is necessary as well - to make a remarkable map like
'The Edge'
or the
'Frag Pipe'
.
There are evident wide Areas for Railings in both (More remarkable in the Edge) surrounded with small Compact Close-quarters environnments (More remarkable in the Frag Pipe), which gives a chance for other guns' use. A blend of both these qualities at any 'non-exaggerated' degree is a perfect mix for a well balanced game.
Also a major point for Map Balance, is that there should always be more than one 'access' to a 'Room' or 'Area' - This is where the Single-player Maps fail in the Multiplayer World. A good balanced Map is actually a 'Circle' - You can get everywhere by different ways. Something
Ztn
and
Rene
Authors have understood.
Furthermore - BFGs and Quads should be at hidden and Secret place. If they become too easily accessible - they just, screw the map up. Since you won't bother get anything else when you know the Gun is three steps away. Same thing for the Quad, when too near, there is abuse. The Special Items, are..er.. Special. So they should be in Special places.
This is why the
'Lost Hallways'
is total crap.
Regards,
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Poll: Map Types
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