A good map is...

Discussion in 'Mapping Questions & Discussion' started by Mr. P. Kiwi, Feb 3, 2010.

  1. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    I thought it'll be nice if I'll gather all your tips of how to make a:
    1. good
    2. replayable
    3. fun
    4. balanced map
    I'll add them to this thread each time I'll find one in case you'll need
    some tips how to make a good map.​
    Tips:
    - Don't make classes over/underpowered -
    • Places with no cover makes a Sniper overpowered.
    • Small places with a lot of ammo will be a good "Sentry Nest"
    • Placing some small amounts of ammo could be good for spies
    - Unique playspaces with a nice objective-
    • Chokepoints are good and can be fun, so long as you have good alternative ways as well.
    - Every class should count - for example:
    • A map that does not support Snipers will not be loved by people who like playing as a Sniper
    • A map that has no place for Soldiers to rocket jump wil make the soldier useless in a way
    • A map that has no good places to place sentrys will make the engineer's buildables useless.
    - Playtesting after release can make a map even better
    - The map should flow -
    • An obvious path to the objective/s
    • The path shouldn't be like a maze
    • Big arrows can help point at the direction (and still have the map look in TF2 style)
     
    Last edited: Feb 7, 2010
  2. ParanoidDrone

    ParanoidDrone L3: Member

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    Fun: Don't make classes overwhelmingly over/underpowered. A large open area with no cover is Sniper heaven. Ditto good vantage points with no easy flanks. Small nooks with plentiful ammo nearby caters to Sentry nests that are difficult to break without Ubers. A map with little ammo hinders Spies that aren't using the Cloak & Dagger. Stuff like that.

    It's pretty much inevitable that some classes will find different strengths in different situations, but try not to overdo it.

    Massively late edit: What Nutomic said.
     
    Last edited: Feb 3, 2010
  3. Nutomic

    Nutomic L11: Posh Member

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    playtest, playtest, playtest
     
  4. FaTony

    FaTony Banned

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    Make it orange.
    Make it bright.
    Make it simple.
    Release faster.
    ????
    cp_orange_x3
    PROFIT!
     
  5. chickenm4n

    chickenm4n L1: Registered

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    one that is simple to access, with unique playspaces that result in multiple combat scenerios. :p
     
  6. Firest0rm

    Firest0rm L4: Comfortable Member

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    The map should flow easily, being less like a maze and more like a natural path. However, it should also be well optimized and be convoluted enough to provide all payers with a decent framerate. Also people should instinctively know where to go. For example l4d(2) maps direct players toward their destination without pointing big arrows towards it. Luckily tf2 mappers can but big arrows and it will look fine, but you should still try to direct players in the right direction using less obvious signs as well
     
  7. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    I agree with all of that!
    Any one has any more ideas to make a map playable and fun?
    (Because I need this)
     
  8. Rexy

    aa Rexy The Kwisatz Haderach

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    A good map needs bacon.
     
  9. martijntje

    martijntje L8: Fancy Shmancy Member

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  10. Tapp

    Tapp L10: Glamorous Member

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    • Thanks Thanks x 1
  11. x6herbius

    aa x6herbius

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    Linear CP maps (for example, Warpath) can benefit greatly from a couple of well-placed choke points.
     
  12. Tapp

    Tapp L10: Glamorous Member

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    That post just broke a LOT of opinions. Quick, edit it before your opinion is reprimanded!
     
  13. Radaka

    Radaka L7: Fancy Member

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    I actually agree with him. Chokepoints are good and can be fun so long as you have good alternatives as well.