CP Map Symmetry - Is Mirroring too Confusing?

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Kloopy

L1: Registered
Feb 27, 2009
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I hope my brief search for a discussion mirroring didn't miss anything obvious. I'd hate to waste time on my first post :)

I'm designing a 5 point CP map. I understand that normally this should mean I map one half of the map and then rotate it 180 degrees and retexture for the other team. However, I have a question that I'd like your opinion on.

If I wanted to have a map in a basic "V" shape, where the teams start at one of the top's of the V and the central point is at the bottom, would this confuse players?

The basic concept is that the two bases are at the top of a river, the second capture point is half way down these rivers and the central capture point is where the two rivers join.

Pros:
  • Unusual, (possibly) fresh map style.
  • Ability to place connections between points 2 + 4, encouraging different play tactics.
  • Fits the style I want of two rivers merging.

Cons:
  • Possibly confusing. A health pack "on the left" for blue team would be "on the right" for red team.

Do many people design maps with mirrored symmetry rather than rotational? Does this work when the map is played for real?
 

YM

LVL100 YM
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Dec 5, 2007
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The only map that has reflectional symetry rather than rotational that i can think of is cp_redstone, but that doesn't mean there arent others, I don't think it will be too confusing for players to understand everything is flipped on one side.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
cp_resonance uses mirrored symetry too.

But just go for it. Remember to use your signs right :)
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
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arena_ravine is like that, unlike for example arena_badlands.
 

Kloopy

L1: Registered
Feb 27, 2009
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I didn't even realise that arena_ravine was mirrored, despite having played it.

Thanks for your quick responses, everyone! I'm a considerably more confident about taking this map idea further now I've read the responses the maps you mentioned have received.
 

YM

LVL100 YM
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Dec 5, 2007
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arena_ravine is like that, unlike for example arena_badlands.

ooooh yeah, completely forgot about that.. the funny thing is I've been looking at it in hammer all morning!! :eek:hmy:

lumberyard uses rotational, but actually there are quite a few differences beween the two sides...
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
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ooooh yeah, completely forgot about that.. the funny thing is I've been looking at it in hammer all morning!! :eek:hmy:

Ravine uses rotational, but actually there are quite a few differences beween the two sides...

team_fortress_2_map_overview_arena_ravine.jpg

Rotational? That is mirrored as far as i know (btw, i googled that image)
 

CJLJ

L1: Registered
Apr 27, 2008
26
10
It's a bad idea in my opinion. It's harder to learn the map when everything is switched round half the time and also it will mean that soldiers and demos will be able to take out sentries without getting hurt on one side but not the other with the way projectiles work. If you're doing it because you think it will make the map play better if people can run across and attack each other before they get to cp3 (i'm skeptical but it's your map) then go for it but don't do it just because you want to call it cp_tributary, it's too much hassle.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
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cp_resonance is a GREAT map that uses reflectional symmetry. It's also a relatively simple map, which helps. It's in a "U" shape.
 

ClydeJr

L1: Registered
Oct 30, 2008
20
4
I'm working on a ctf map that takes place on the side of a mountain. If you stand at one base looking at the other, uphill is to your left and downhill is to your right. If you stand at the other base, uphill is to your right and downhill is to your left. However the map is in a straight line so there's no way to really get lost.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Lumberyard's reflected too, with some minor differences between the sides.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
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Lumberyard is rotated apart from the areas around the pit and small shed.

Yup. See the inside of the building for proof.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
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i'd say if you go for a mirrored symmetry instead of a roational one, you have to make it clear to the players which side is which whilst they are still in the spawn (e.g. lockers on the side of the exit door that is the same direction as the middle.
that way even though mirrored, the layout will still "point" players in the same direction due to recognition of map structure/detail layout.