Hawk
L7: Fancy Member
- Dec 3, 2007
- 419
- 213
Man, this thread is growing faster than I can read it.
Honestly? The debate between competitive play and public servers is useless within this thread. It's a valid argument, but this is about keeping the properties of a sentry gun in mind as you design your map.
Mar has his own way of playing the game, and there's nothing wrong with that. We all decide how we play the games we play. But I'll be danged if I let competitive rules alter how I design a map... I design based on how the general public plays the game because I want the general public to enjoy my map. Somebody else can make maps for the leagues.
Because of this, I think it's very important to discuss how sentries govern our map creation. I wish we could start the thread over without the argument.
I think sentries have such an impact that they start to affect how long the hallways become, where the metal is placed, how open the open places are, and where the chokepoints are. It doesn't matter how you think a sentry should be used, somebody is going to try to use a sentry in your map, and they'll put it in places you didn't imagine. All of this must be considered as you design.
Sentry balance is HARD. You want there to be "good" places for sentries, but you also want them to be vulnerable in some way. Variance between those conditions mean the difference between a control point that is undefendable and a control point than cannot be won.
I'm still struggling with the right formula, myself. I'd love to hear insights from people about designing control point areas (or intelligence rooms). It seems like sometimes it comes down to a question: "Do I want it so nothing short of an uber (or two) will make this point capturable?" Unless you want it to have to fall back to ubers, I guess you have to make inherent weak points in sentry locations, which often cause people to think the point is undefendable.
Honestly? The debate between competitive play and public servers is useless within this thread. It's a valid argument, but this is about keeping the properties of a sentry gun in mind as you design your map.
Mar has his own way of playing the game, and there's nothing wrong with that. We all decide how we play the games we play. But I'll be danged if I let competitive rules alter how I design a map... I design based on how the general public plays the game because I want the general public to enjoy my map. Somebody else can make maps for the leagues.
Because of this, I think it's very important to discuss how sentries govern our map creation. I wish we could start the thread over without the argument.
I think sentries have such an impact that they start to affect how long the hallways become, where the metal is placed, how open the open places are, and where the chokepoints are. It doesn't matter how you think a sentry should be used, somebody is going to try to use a sentry in your map, and they'll put it in places you didn't imagine. All of this must be considered as you design.
Sentry balance is HARD. You want there to be "good" places for sentries, but you also want them to be vulnerable in some way. Variance between those conditions mean the difference between a control point that is undefendable and a control point than cannot be won.
I'm still struggling with the right formula, myself. I'd love to hear insights from people about designing control point areas (or intelligence rooms). It seems like sometimes it comes down to a question: "Do I want it so nothing short of an uber (or two) will make this point capturable?" Unless you want it to have to fall back to ubers, I guess you have to make inherent weak points in sentry locations, which often cause people to think the point is undefendable.