What makes an A/D layout good?

Discussion in 'Mapping Questions & Discussion' started by GPuzzle, Oct 8, 2012.

  1. GPuzzle

    GPuzzle L9: Fashionable Member

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    Self-explanatory. I want discussion, ideas, new things coming out of this thread guys!
     
  2. Sergis

    aa Sergis L666: ])oo]v[

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    the mapper does
     
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  3. Prestige

    aa Prestige im not gay anymore

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    look at works in valve maps i guess??

    It is very important to see where red and blu will meet at any given time (spawn-wise) and that is all i remember.
     
  4. WastedMeerkat

    WastedMeerkat L3: Member

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  5. tyler

    aa tyler snail prince, master of a ruined tower

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    If there were cookie cutter pieces of maps we could talk about and reuse because they work well, I imagine level design would be a lot easier
     
  6. xzzy

    aa xzzy

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    Once you discover that map design in TF2 is all about carefully managing stalemates, you'll learn that the "fun quantity" is entirely dependent on how unique you can make the geometry while giving each class the capability to do their job well.

    There's really no special rules for A/D that don't apply to other game modes.

    Give players a place to fight over for 2-4 minutes, resolve the situation, and motivate them to move to the next area.