Dear mapmakers: stop making kill pits

Discussion in 'Mapping Questions & Discussion' started by Cerious, Dec 13, 2009.

  1. Cerious

    Cerious L7: Fancy Member

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    They're not clever, never will be clever, and unless you implement it right like in Lumberyard where there is a benefit involved with the risk of traveling by the pit, they simply are dumb and a waste of resources.

    Thanks.
     
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  2. absurdistof

    aa absurdistof

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    Well they're only bad if they kill too many people right? I like them because a) it's an additional bonus to the wise pyro and b) because it gives the victorious few a place to go :D
     
  3. Jack Riguel

    Jack Riguel L10: Glamorous Member

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    So what's your thought on Steel's Death Pit?
     
  4. KaiserFate

    KaiserFate L69: Deviant Member

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    Death pits work in a game like Unreal Tournament on an absolutely tiny deathmatch map. I don't think they really belong in Team Fortress 2.
     
  5. Sel

    Sel Banned

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    Yeah you're completely right, forcing players to actually watch their footing is a fucking stupid idea, also FAN, and airblast shouldn't be incapable of killing things too!
     
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    Last edited: Dec 13, 2009
  6. Icarus

    aa Icarus

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    I think the point is that you have to implement these intelligently. Placing them haphazardly without reason could be detrimental
     
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  7. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    my bridge map used such "pits" but it didn't really mess up the flow. Considering they were on either side of the bridge. I agree with Icarus you have to take great care when using them.
     
  8. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Railings, dude.

    Railings.
     
  9. luxatile

    aa luxatile deer

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    I absolutely, completely disagree. I don't think you should put them in your map just because you want to, but if your setting includes a big drop, leave it open. It's better than closing it off in most cases. Imagine if arena_offblast had fences all around? It's a great map that would become terribly boring.

    In my map, koth_shell, a rocket is sticking out of an open silo. If the silo is open, you can obviously fall in and die. If it's closed, there's no rocket and the main idea of the map is lost.

    Flat maps are boring, and so are you if you think that's the only way to make maps.
     
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  10. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    What he said!
     
  11. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    Placement is key. Sure, don't put them all around the track. But in an area that isn't too combat heavy but may get the occasional battle in, put something dangerous in there to keep the players on their toes.
     
  12. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I took the death pit out of my map.

    People complained about it not being there.

    I put it back in. They were happy.
     
  13. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    qft
     
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  14. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The thing is most people arn't intelligent enough to implement them correctly and they do ruin their map and the players experience as a result.

    It was one of the reasons i marked premuda low on flow/balance. Because a single pyro can, and has pushed a considerable assault force, including ubers, into death pits, whilst assaulting an initial CP.

    Atleast in Steel it's the final CP, and it does have railings on half of it.

    This is one of my greatest pet peeves for the ammatuer mapper. Death pits are not clever, and just because they can seem "interesting" gameplay wise, this is not a legitemate reason for including of one in your map.
     
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  15. Micnax

    aa Micnax I maek map

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    Putting them in random places, such as small choke areas and such wouldn't be appropriate, but places like big open areas near final objectives make sense, so it makes it just that bit harder to attack, then you have the choice to stay back away from danger or risk it and complete the objective.
     
  16. Randdalf

    aa Randdalf

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    A lot of people put in deathpits on one flank of their map because they can't be asked to build something there. I mean, A LOT of maps have a deathpit on the side nowadays. In maps like HAARP, it's pretty cool, because it's there for a reason and is used intelligently, but in other maps it just gets annoying.
     
  17. littleedge

    aa littleedge L1111: Clipping Guru

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    Haarp uses deathpits properly. They are on one side of the map on the first point of a round. Like on stage 1, it's right out of spawn, but only an idiot or an Airblast could really knock you off. When there is little room to walk around, there is a railing. When you're at the helipad, you've got plenty of space and if you fall, it's your fault. On stage 2, it's a deathpit along a flanking route. That route to the point is very useful, and you don't encounter danger often, and when you do, you've got a sightline that can protect you from falling.

    So yeah. Deathpits are awesome, if done correctly.
     
  18. The Political Gamer

    aa The Political Gamer

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    Like other people have said before me death-pits only work if they don't overwhelm the player or hurt gameplay.
     
  19. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    My map has 5 pits. Four of those are along boundaries to the map. The fifth is at a point such that it prevents someone from standing under the cart and stopping it from advancing. I've never had any complaints about the location of the pits, nor their purpose in being there. Maybe that just an example of doing things in a much more proper fashion than some other maps.
     
  20. MangyCarface

    aa MangyCarface Mapper

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    Death pits can add an interesting dynamic to many areas and simply writing them off due to what has to be personal frustration is silly. Frontier's final point wouldn't play the same without the known hazard behind the defenders. As long as death pits are easily noted, they can influence players in a way that can be defined and utilized to create a specific gameplay situation.
     
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