1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

[CTF] DemFlats

Discussion in 'Maps' started by Clazy, Jan 2, 2012.

  1. Clazy

    Clazy Shopkeep Stealer

    Messages:
    104
    A plain flat map.
     

    Attached Files:

  2. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    How many players are you aiming for for this map, 16v16, 12v12?

    The sky is too high, the earth is too deep and the map needs to be slightly longer. I do not think the bottom should be lined with bedrock, as this prevents the ability to make decent pit traps. The trees are too short and sparse to be archer friendly. There needs to be less stone behind the tents, and more in the middle of the map, as well as surface bedrock (for forward wall constructions).
     
  3. AJ

    AJ Emperor of Mankind Donator

    Messages:
    592
    The more stone behind tents is better in my opinion.
     
  4. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    I think there should be more resources in front of tents to encourage pushing.
     
  5. AJ

    AJ Emperor of Mankind Donator

    Messages:
    592
    Ye i never said dont put more up front i just ebjoy alot in back too.
     
  6. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    12v12
    Sky high is to avoid people completely blocking out bombjumpers easily.
    The map is short so that you can discourage sky bridges even if they try since it's not to much of a push to their base unless it's started at their castle and they have hill, which is a rare sight. Lots of stone behind the map serves to stop those hour long games without resources, a few of Noburu's maps have that problem. Most of these maps Clazy is releasing as CTF are for 12v12~ unlimited lives, bedrock on bottom makes the bottomlesss pits still doable but you won't see them at the start of the map (thank goodness they are the most annoying thing for both sides as no one ever puts enough damn bridges across for the enemy to just rape)
    Definitely agree with more trees, would like to also see higher trees, and some surface bedrock is good especially on the hill.
     
    Clazy likes this.
  7. Clazy

    Clazy Shopkeep Stealer

    Messages:
    104
    Thanks for the feedback something to look at. Keep them rolling in! I can't get better by just making random maps. Both positive and negative feed back is welcomed!
     
  8. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    The good: It doesn't have giant skybridge promoting pillars like a lot of the Action CTF maps.

    The bad: No offense but all of your maps look like they took you five minutes. You use the same ugly egg shapes (which look like they were made with the ellipses tool in MSPaint) for stone veins on every map, along with some random lines of stone. The trees also come in only two different heights, and a lot of it is evenly spaced. The map is also completely flat, so no work put in to contouring the terrain, and completely symmetrical, so you really only made half a map. The last two may be deliberate design choices, and they're ok, but combined with the other things it makes a very sloppy presentation and suggests little thought and effort put in to the map.

    As to the actual gameplay, I can't say for absolute certainty as I have not actually played it, but it looks to be very spare on stone. Each of the eggs only has about 20 blocks worth of stone, which sounds like a lot but isn't really considering how sparse their placement is. It is especially sparse in the middle, and this game does not need to favour base campers more. When I walk out of my base I like to load my cata with ~120 stone. Small towers can take hundreds of stone and especially considering how far done a lot of the stone is, it would be hard to find what you need. This promotes a lot of swiss cheesing of the map, just to find building materials. And this is all from my perspective; I generally stick to low player count, low life count servers. I can't imagine what it would be like for inifnite life servers like you intend. But again I suppose you could argue this away as intentional, which I can kind of understand as buildings are overpowered.

    The trees. Spread out like that they disrupt a maximum amount of land, making it difficult to make anything besides series of thin towers without spending a lot of time clear cutting. Being spread out and so terribly short makes it so that they yield a minimum of wood for how much space they disrupt. Considering how often trees glitch out and how likely it is they will be clear cut for buildings in an infinite lives game I see there being a large shortage of wood. But again, I suppose if you really wanted to you could say that this was intentional. That would be an even weaker case than trying to explain away the stone though.

    The gold is probably the worse placed of all; 90% of the gold is at the bottom of the map. I mean it shouldn't be super common like how Dwatring's server used to be, but gold is only used to build outposts, which only favour aggressors, who most definitely do not need more things stacked against them, especially on infinite lives.
     
    Eggnogg likes this.
  9. Eggnogg

    Eggnogg Ye Olde Wench Donator Tester

    Messages:
    417
    Contrary is on the money.

    Also, what I said about bedrock on the bottom of the map, it should not exist simply as a lining along the bottom, especially when the map is that deep. Should you make the earth less deeper though, a bedrock lining would be more acceptable. Otherwise, I don't think pit traps should be so blatantly prevented; Instead, have clusters throughout the earth to make it look more natural.
     
  10. BlueLuigi

    BlueLuigi :^) Forum Moderator Donator Tester

    Messages:
    3,620
    Those are all things I almost never see on maps sadly, I find gold placement tends to piss me off, maps either have almost unlimited rock or you always run out (on unlimited).

    Clazy's little way of making rocks have always pissed me off, as you always know how much you're getting and where it is, so it's a bit unfair after playing a while and knowing them. gold should definitely be higher, but then again I promote OPs during warmup even so :P

    I've yet to see a good flat map, would love to see one make one that is actually flat, or just pretty damn flat for Noburu's unlimited.
     
  11. Clazy

    Clazy Shopkeep Stealer

    Messages:
    104
    Thanks guys keep em all coming!!! Contrary thanks for the input, your on the dot on how I made this map and so was Luigi earlier. Most of the maps I build are for larger games. The retarded oval shaped stone is just something I saved up and use because I'm not sure how regular ore veins look... I'm open to examples at the moment to make things better. I also put most stuff at bases so when people advance I make them think about resources. I really didn't want gripping on to middle bases and what not, but it is still possible. I make the lack of trees so people think about the shortage. Yes it isn't so archer friendly but I was hoping some archers can make do, as long as their builder isn't only thinking about knights when he lays out that bomb shop. As for gold being so low in the map. Its to piss off those aggressive op types such as Luigi. I find that it is harder and makes people play more strategically in a sense. You can't win by just brute force. As for the bedrock I wanted people to think for more traps other then bottomless pits its still possible to make! Just grab a knight xD!

    I do only make half the map because I want there to be an even balance between sides. I know I can make a FULL map without only making a half and duplicating it so red will look the same. I worry to much about who is favored. I don't want there to be an unbalance. I would like to make maps that are for lower amount of players and lower life counts but at the moment all I really get a chance to play on is Action [!] - Unlimited and a few other servers that seems to have higher life counts. I like big maps but small ones are awesome too I am just unsure how to make them at the moment.

    As it goes for most of the maps I've made I do plan to eventually redo them in some way most chances when I learn how to put things together properly. Yes, this map took me a small amount of time. I just really wanted to "DO" some maps. I will be redoing this map though when I learn how to make better stuff.

    I aim for maps that make you think not something where everything is basically there already and things are so easily made.

    Once again thanks for the input guys whatever you say will not go unheard!

    P.S. INB4 tl;dr!
     
  12. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I find it odd that you make a map without first looking at maps people have already made. It reminds me of the people who post structures in the builders section without showing any interest in seeing the superior designs of people before them.

    Anyways just skim a couple threads and you'll see, there's a million ways people have done veins of rock, all of them frankly more interesting visually and gameplay wise than your copy and paste eggs.

    Baron_Norab does his in slashes
    [​IMG]
    I did this map predominantly in rectangles (the gold placement is admittedly a little sloppy though)
    [​IMG]
    If you can find any of Geti's those would be the best to look at. I have some of his but they're saved on a different comp. Hell, even look at the random gens.
    You have to go through the center to win the game. If you can't hold the center the game never ends. I don't play a whole lot on infinite respawn servers but I'm very sure that games ending quickly is not a problem on them. A lot of stuff in map making is arguably subjective but this I can't see an argument for.

    I don't see how making outposts unavailable in any way enhances strategy. What I can see it promoting is people repeatedly suiciding rushing into an untakeable center without any way to break the stalemate. Using outposts means you have to know when to move it forward and when to builder it back, to defend it or scuttle it or how to reclaim it if stolen. Not having outposts means brute force is a lot more important, and all the strategy outposts add is removed from the game.

    Also I don't think creating a shortage of resources makes people "think" more at all. I think it just makes them have less resources and renders them incapable of doing important things like making forward defenses, and funding catas.
    So you aim to output tonnes of maps which by your own admission you put very little work or thought into. Meanwhile maps people actually put a lot of time and effort into get pushed back and buried under your spam.

    Is that really what you thought when you first started making these maps, or is that something you thought of at the time of writing that post?