Jump to content

What makes a good map?


methz68

Recommended Posts

I think a natural looking random map is the best. Dont try to direct the gameplay. The gameplay will dictate itself. Deisgn a random area and then let the gamers decide how to play it.

Yes thats a good idea, Some pc games allowed you to generate the maps as far as i can remember.

Rouge Warrior on the 360 has a tile system for the mapping. each side chooses a tile and the comp chooses the other and all three are conbined, or somthing like that.

Link to comment
Share on other sites

Gee, I would say variety makes for a good map.

...and these days, fresh ideas and "wow" factors as well.

Personally, here is generally what makes a map my favorite:

Larger in size

Lack of forced choke points (Rainbow 6 Vegas is way too many choke point maps)

Great mix of spotty long lines of sight yet with visual cover.

Great effects like rain, fog, dust storm, blinding sun, very dark, lightning, etc.

Excellent sound effects like distant bombing, rain on tin, etc.

Oh, and some distinguising features here and there makes it easier for people to communicate areas of the map. This seems to incrase the fun factor.

Link to comment
Share on other sites

Gee, I would say variety makes for a good map.

...and these days, fresh ideas and "wow" factors as well.

Personally, here is generally what makes a map my favorite:

Larger in size

Lack of forced choke points (Rainbow 6 Vegas is way too many choke point maps)

Great mix of spotty long lines of sight yet with visual cover.

Great effects like rain, fog, dust storm, blinding sun, very dark, lightning, etc.

Excellent sound effects like distant bombing, rain on tin, etc.

Oh, and some distinguising features here and there makes it easier for people to communicate areas of the map. This seems to incrase the fun factor.

I see what you are saying about forced choke points, say for instance a map consisted of a Bridge not your little bridge I mean big suspension type, with burnt out cars and various cover points on it, and on each side of the bridge was say woodland one side and on the other a built up area defended via may be bunkers at the checkpoint.

the only way to cross is via the bridge, the advancing team could be covered from the treeline or buildings.

This is a obvious choke point and the action funneled in to a smaller area i.e the actual bridge, with support fire provided by snipers.. would this be a boring map?

Link to comment
Share on other sites

I dunno. I suppose it depends on the gametype.

Wtih objective based games choke points don't work really well if you ask me. With only one life it is hard to capture terrain like that. Those gametypes lend themselves so much more to multiple approaches with lots of cover.

A great map for this was Mountain Base in Ghost Recon 2: Summit Strike (or was it GR2). Anyhow, that map had a gret bridge....but there were plenty of other ways to approach the base. Sure, you could try a bridge rush...but you were more likely to have success to wait for your guys that crossed in the south to apply pressure first, then try your bridge approach.

The more I think of it, You know what I think a good indicator is that a map is well done? A map that takes you some time to learn is generally a good map. Straighforward simple maps are alright...but a great characteristic of well done maps is their ability to reveal new approaches and tactics that you haven't tried before.

Link to comment
Share on other sites

Rainbow Six Vegas has pretty good maps. Indoor environments should naturally have some choke points since not every building is a warehouse with no partitions. ;) They did a good job of having multiple entry points, largely due to the addition of the fast rope and rappels. In fact, they kind of force the issue making a map UNrealistic due to adding entry points. Think about Calypso. The briefcase is in the vault. How many vaults do you know that have a big huge steel door...but on the back a glass window and unlocked doors? What good is that huge steel door?! LOL They did that for gameplay purposes and to eliminate a major choke point.

IMO, the most FUN maps are the one's that are open and allow you to design your own attack--depending on the style of the game. Set up so that you can play the map 10 times in a row and attack it a little differently every time. However, that's not always "realistic". If you're going after some bad guys, they aren't going to set up camp out in the open, unless there's NO cover around the perimeter. They'll choose a defensible position, which means that it's NOT wide open or that there's a clearing surrounding the area so that there will only be a few means of approach. So, there has to be a line drawn between gameplay and realism, or at least different maps that support those ideas seperately.

BTW Ick, Mtn Base is in the DLC. If you'd put down C&C3 you'd even get to PLAY IT. :rolleyes:

Edited by Raw Kryptonite
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...