Thanks for the review! I'm making a payload map at the moment, but if I come back to this I'll make it from scratch, putting more thought into the scaling and the other issues you mentioned.
So when is the map going to get tested?
koth_synthetic has had some comp testing for both 6's and highlander. It's got a couple of problems but seems to be generally enjoyed by both casual and competitive players. I've been trying to gather as much feedback on it as I can to put together a new version of the map and would love to know what you and you're peeps think of it: https://tf2maps.net/downloads/synthetic.5573/
I don't plan on doing a total overhaul but the indoor areas, to the side of the point, seem to be a spot of contention. It seems players would rather stay there instead of going on the point so I am going to rework them as well as make the point more open. As long as there are things that can be improved, there are always room for changes.I forgot to reply to this apperently, I did get a couple playtests on this map.
The map was generally liked but is there really that much room for changes? it seems very finished and Im not sure you can really change much about the map without completely redesigning it to address some of the issues brought up. Overall the map is pretty polished and plays well.
psst hey, i have a map https://tf2maps.net/downloads/alb.7391/ would love to hear your opinion on it
Sorry in advance if this was the wrong thread to post this but...
I’m extremely interested in mapmaking for the competitive scene. I have limited experience as a 4v4 comp medic and felt a desire to attempt creating a map in future when I entered the map making scene. While I can’t guarante a map anytime soon.
Skimming through this thread, I saw that death pits were a no no & it’d be helpful to know the restrictions when planning a 5-Cp/Koth map. So Is there any guidelines/forums available on mapmaking for comp maps?
Tl;dr- is there any framework/guide of what a Comp map needs to be/avoid?
Thanks c:
Beater said:Mapping advice from a 6v6 know-it-all elitist
The following is my (admittedly super subjective) opinion and advice for things to keep in mind when making a good competitive 6v6 map:
1: Avoid left/right asymmetry. Maps like croissant were universally panned by the competitive 6v6 community largely due to its left/right asymmetry. People get confused about red and blu not being the same, and many players argue that one side has an advantage due to many projectiles coming out of the right side of the screen. Save yourself the hassle and don't make a map that features prominent asymmetry like this.
2. Eliminate as much randomness and as many weird gimmicks as possible. Having trains, randomly opening pathways or anything that is outside of the players' control is not recommended. Most 6v6 players also dislike things like elevators, launchpads, death pits and other terrain that kills you. Do not include these features in your map.
3. Pushing into last and pushing out of second are the most important aspects of your 5cp maps to get right. Having a good flow and making sure that all points can be properly pushed are what makes a 5cp map fun to play. This is true at all points of the map, but nowhere more than when it comes to pushing into and out of last, since this is where a lot of maps will get bogged down due to the defense having a spawn advantage, yet being unwilling to take risks and push because they are so close to their last point.
4. Don't put the final capture point too close to the defenders' spawn, and too far away from the attackers' entrance.
5. Avoid tiny chokes as much as possible. The general rule of thumb when making a 5cp map for 6v6 is to have 3-4 entrances between each point, and this mostly holds true. In general you want to keep your doorways wide and tall to allow players to force their way through, and make sure you spread out your chokes in such a way that you can't stand in one convenient spot and watch all entrances. Also avoid cramped areas as much as possible. If any part of your map reminds you of Junction, you need to rethink your map layout! (The metalworks lobby is an example of a bad indoor area, while Badlands has a pretty good lobby)
6. Avoid excessive sight-lines. This goes beyond preventing a sniper from abusing and dominating a map. Players are more willing to move around if they can't be seen by the enemy team, so making sure that props and map architecture blocks players' vision actually help prevent stalemates since it's easier to over-extend and and get caught out by enemy players. It's also easier to sneak in to go for a play.
7. Make use of varied terrain and height differences. Scouts, soldiers and demomen thrive in different kinds of terrain, so making sure that your map has some areas that favor every class more than the others is a good idea. Having a bunch of flat terrain with props on it is boring, and using gradual inclines and changes of terrain is much more interesting to play on, even from a DM-perspective. See Badlands for a master class in varied terrain that emphasizes height differences. Spire is probably going too far, if I'm being perfectly honest, though.
8. Don't use snow. Competitive players hate snow.
9. When holding an area, a 6v6 team is looking to achieve several things:
1. Lock down chokes with sticky traps and rocket/pipe spam.
2. Position their combo on the most advantageous position to win a fight (usually some high-ground spot.)
3. keep their medic far back and well-protected from suicide plays.
4. Have an easy avenue of escape.
5. Protect the cap point.
If all of these objectives can be achieved from the same position, your map is bad. Forcing teams to make choices is what makes for a good competitive map that tests skill and teamwork.
Sorry in advance if this was the wrong thread to post this but...
I’m extremely interested in mapmaking for the competitive scene. I have limited experience as a 4v4 comp medic and felt a desire to attempt creating a map in future when I entered the map making scene. While I can’t guarante a map anytime soon.
Skimming through this thread, I saw that death pits were a no no & it’d be helpful to know the restrictions when planning a 5-Cp/Koth map. So Is there any guidelines/forums available on mapmaking for comp maps?
Tl;dr- is there any framework/guide of what a Comp map needs to be/avoid?
Thanks c: