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View Full Version : What makes a good map, and other questions


scott2978
29th Nov 04, 10:27 AM
My questions:

First, my "other questions"

Where can I post the maps where I can have a download link here in the formums?

Where can I post screenshots of the maps that I can link to here?

and, the primary question:

What makes a good map?

What features do people want most in their maps?

maraschino
29th Nov 04, 11:08 AM
upload your maps with screenshots to www.dowfiles.com

what makes a good map?
fun, balanced, unique gameplay

eg 1 relic for an 8 player map, would make people fight over it
i hate maps with a relic for every player, its just silly, turns into landraider/terminator wars

i made an auto installer for my map, so its just a case of run and then load dow
it would be nice if other people started to :)

download my map ;)

Tave
29th Nov 04, 11:14 AM
id say more than anything else its making it fun to play, you could have the most amazing looking map in the world but if it doesnt play well then it well be delted fast.

Elefant
29th Nov 04, 12:14 PM
Why feedback is soooo important. :D

maraschino
29th Nov 04, 1:32 PM
:)

t-cast
29th Nov 04, 2:30 PM
The following is a private opinion and does not pretend to represent the views of any other forum member. Void where prohibited.

A good map is big - 512x512.
A good map has fighting room for your finely tuned army to butt heads with the enemy.
A good map can be easily navigated my your squads and mechs without stringing them out or hanging them up.
A good map has enough detail and texture to be interesting to look at without slowing the frame rate to a crawl on a medium powered machine.
A good map is well lighted and has a base ground texture that doesn't swallow up your finely painted army.
A good map has RP close by for a fast start, but has Relics and CL in positions that force armies to come out and fight for them.

A good map is ultimately in the eye of the beholder - this is what my eye likes.

ashram_bk
29th Nov 04, 4:21 PM
i'd like to add that a good map doesn't force a player to change/rotate the camera to get a view of structures/units.

{EG}Dark-Odin
29th Nov 04, 4:53 PM
I agree with everything snake risken pointed out, now here's a few of my own opionions

I feel that on some maps theres not enough good places to defend, also that some maps have open areas and your base can be surrounded and wiped out, It's good to have a map what is kinda hard for a full on rush right away likeing making them have to take a while to rush the base with All open stuff otherwise rushers (lamers) just win all the time, I hate it when you have a few forces up and consentrating on researching and stuff then all of a sudden you get overrun by loads and loads of infantry, & when your team mate is doing the same thing as you not expecting to be rushed and that means he cant help when you get rushed by two oppents with loads and loads of infanty by the time your ally gets somthing it's to late, so what I'm getting at is dont make Open maps but make the starting points a nice defendable place, and when I mean put things in the way to slow them down put like negative cover in the way like water and stuff to slow the enem infantry down meaning No rushing and if they do by the time they get to your base you should have either enough forces what are fully upgraded to take on loads of infantry whats not been upgraded or maybe have defences up.

SpookyRuben
29th Nov 04, 6:43 PM
I also have to agree with Snake, good points.

The only thing I can add is the following (these are my own opinions).

- cookie-cutter and symetrical maps don't appeal to me. It's nice to see maps that are more natural in look and feel. That's why I try to base mine on actual real world locations.

- to much clutter is bad (objects etc). Only put what you need into the map to make it work. Also, a common terrain theme is important. Walking from city to desert to jungle all on the same map is kind of silly.

- As someone said "a relic for every player", is sort of dull. It's nice to have somethings to fight over. Also I am not a big fan of listening post chokepoints all over the place, but a couple are okay.

- The world isn't flat, maps shouldn't be either.

- I also like to feel like I am on a mission when playing, that I have some sort of objective other than smashing the enemy. Placement of critical objectives and strat points that compliment the map are very important for this to work. In other words, it's not always easy to do.

Cheers,

Spook

Aralez
30th Nov 04, 2:10 AM
Nice thread, very useful for the map-makers! But i have a small question: What is a cookie-cutter? :o