Discussion in 'Contests' started by Ravidge, Dec 26, 2010.
I'm entering this - it'll be good for me to work towards a solid deadline
Question: does it matter how the symmetry is applied to the map? As in, if I were building an a/d map that was symmetric "down the middle" is that symmetrical or asymmetrical?
(By "down the middle" I mean like the letter "A" where one team is attacking from the bottom of the A and one team is defending from the top of A. This means game play is asymmetrical while the map itself is symmetrical.)
I have no idea if anyone will understand what I'm talking about. Later I'll do a scribble version...
What you mean (I think) is rotational versus mirrored symmetry, yes? Either would be fine, I imagine.
A word of caution, though: Mirrored symmetry is generally not a good idea in a multiplayer map because it basically makes players learn to play the map both ways. That, and it interferes with their natural inclination to turn right. Different teams may find themselves favoring different routes instinctively, leading to one doing better.
In theory this would be the same way for Arena and KOTH maps, but for the sake of simplicity designers tend to make those mirrored anyway, and it's probably less of a big deal because they're smaller.
I'm making a U shaped 5cp map. Not sure how it's going to play out but I predict people won't like it. It's sort of an experiment but if it's generaly disliked due to the layout, I'll probably scrap it. I've spent days trying to make a suitable plan for a cp map with no results
My assumption would be that it would play like an assymetrical map, except less varied because left or right is the same thing mirrored. So I don't know what the players could gain from that. :bored:
I really can't tell where it would fit in the contest but I question the basis behind the idea in the first place.
U shape would be pretty cool. doppler had one awhile ago, didn't play amazing for other reasons. stick with it though!
with the new medieval theme that VALVe released things could get very interesting.
Cauldron technically was U shaped.
I like mirrored symmetry for smaller maps, like KOTH or Arena. Lumberyard is a great example I think. That's tiny though.
I honestly don't think the overall shape of the map matters at all. Whether the points are in a straight line, S shape, U shape...
It's the small details that the player has to go around, over,under.. that make the gameplay area.
I saw another thread yesterday that pointed to a study of map shapes (the map from top was one big straight line, but players don't travel in straight line.
A U shape could be beneficial in NOT having foward spawns on a 5 CP map, just shortcuts that open/close to change distances. (but might also lead to an easy steam roll if entire attacking team uses that while one scout stays back and caps to lock the door behind them.
It will still need forward spawns I'd think. There is a building between the spawns, (which are at either side at the top of the 'U') which i guess could be used to create a shortcut to bypass cap 2. It's a not exactly as small map though. I'll prob get some pics in the WiP thread or maybe have it uploaded this weekend.
I've been mapping for a while, but I officially registered on the site to enter this contest. I really need to actually make a releasable map, and this is a good start.
My project: cp_Space_Station
A Gravelpit type A+B>C map, entirely indoors, but with big windows showing awesome views of Earth under you. BLU is trying to stop RED from firing an ion cannon.
I won't make a thread until I at least have some screenshots...
I was planning on making a CP map anyways, so I'll give this a shot.
Project name: Tanis
Oh no. Now Valve have mentioned this on the blog, I have not a hope in hell of winning.
poppycock. The last contest was won by someone nobody really heard of. Literally anyone could win the contest if they just tried hard enough.
I'm going to assume that i can take bits and pieces* of an unfinished map of mine (cp_sandstone) and use them in this contest?
*partial or entire buildings, structures, terrain, etc.
"Not everyone can become a great artist, but a great artist can come from anywhere."
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