Hello, everyone o/
I would like to make a basics tutotial and analysis for the Elite mode maps. I'm not a famous mapper, not especially a pro player, but I'm kind of used to gameplay mechanism, and very good at raging at it. So I think that it would be, for the great quest of The awesome Elite maps Cornucopia, a good tool for incoming mappers full of will to become famous and make of their maps classics of competition map pools, to have a basic guide of "How to make a decent Elite map".
And yeah, this sentence was pretty long.
I foresee people saying that there's no need for this, but I think that some people willing to map, it can be useful. Also, this could be a thread to discuss about needs of buff/nerfs of this mode, gameplay and mapping speaking.
This as many new maps are coming to be played more and get selected for competitions map pools, and also, because some early great maps were improved by changing several blocks to rebalance the gameplay -> We could discuss it here too.
Introduction : RTFI. (Read The Freaking (?) Introduction)
Yeah, read it mthfckr.
So, like I said, I'm not an awesome mapper, neither a pro player. So I want to make this thread as collaborative as possible. I hope to have constructed critics and thoughts to make it go forward. If there are any mistakes on my side, in what I'm writing or anylising, please tell me, don't rage. Or i'll find you, and pee on your computer.
I'll then make a short description about the mode, which is not necessary useful for the one who already played it/bought the game ; but could be for those who wonder about the mods unaccessible in the free version of Shootmania.
For the new ones coming, the Elite mode is (to me at least) quite a revolution in hardcore FPS. I think it is because it allows better than any other game of its style to highlight AT THE SAME TIME the team cohesion and the individual skills of each players.
Concept :
It consist in a match between two teams of three players each alternating attack and defend rounds on a map containing one pole.
note : 3vs3 is only when teams are full, but it can be played even if it's not the case.
The players in the attacking team are not all playing at the same time. Just one of the three is, in turns, and has to win the round by either eleminating the 3 defenders, or by capturing the pole. The attacker is equipped with a very powerful but challenging weapon : The rail gun. It fires instantly where the attackers aim, but only shoots once before reloading. Thus the attacker has to be very careful about its movements strategy, and make accurate as hell shots on opponents.
Talking about opponents, they are equipped with the standard rocket launcher, allowing to spam several rockets towards the attacker. This to ensafe the position they are holding and not being shot, and in a general purpose or during more agressive phases, to touch and eliminate him.
Lives : The attackers lives are always the exact number of defenders. 3 defenders ? 3 lives for the attacker. 2 defenders ? You got that.
Finally, to avoid that the attacker rushes straight to the pole to capture it, there are two timers : the first of 45 seconds starting at the begenning of each round, before the pole is capturable. Secondly, one of 15 seconds, which is the time the attacker has to capture.
The maps :
Currently, the most played maps are following a similar basic construction :
- The attackers and defenders are spawning at the almost two furthest positions on the map.
- The defenders are normally the closests to the pole they have to defend. (normally, because since some time we see different maps around, changing the pole distance from spawns, or even making it closer to the attacker's spawn point.)
- There are several paths for the attacker to follow towards the pole.
- A rail platform can be found on some maps, in access for the defenders to also play some accuracy skill game, but with a zoom. meh... <_< For that reason, it must not be positionned somewhere to advantageous : most of the time, these rail plateforms only allow to cover few different angles of the attacker's approach, and the zoom ability is shortly useful.
- The map construction has to allow defenders to find cover spots, but shall not be a fortress, so the attacker may find some clear shots opportunity by moving and jumping around.
- The pole position and its close environment can also be an issue as it's a permanent 50/50. The attacker has to be able to move around and access it quite easily, but not too much. For the example, it must not be in the middle of a flat empty field, as it shouldn't either be a fortress with narrow path and over numerous cover spots for defenders.
- The size and configuration of the map should allow the players to engage battle way before the first timer ends. It must also allow the defenders to start moving around and reaching some positions without being freely shot seconds after the round ends, except if they are taking the bet of reaching risky ones.
I think that's it for the basics about the map and gameplay relations. And I know some will feel that I state the obvious for now. But I really want to go further and try to help the future of the Elite mode.
Thanks for reading the first part o/
Tutorial : Elite mode map basics and analysis.
Moderator: English Moderator
Tutorial : Elite mode map basics and analysis.
Last edited by GBH-M1SB1 on 26 Apr 2013, 03:37, edited 3 times in total.
Re: Tutorial : Elite mode map making.
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Re: Tutorial : Elite mode map making.
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- PapyChampy
- Posts: 817
- Joined: 15 Jun 2010, 15:02
- Location: Paris
Re: Tutorial : Elite mode map basics and analysis.
Good start.
I may add some quick rules about Elite map building.
- Build the map upon a concept. People will remember your map more. We already have tons of generic Elite maps.
- Always build several attacking and defending routes. (Usually 3 minimum) The map is unlikely to be boring this way.
- Pay attention to the scenery and spectating side. This is more important than many mappers think.
- Play in your map again and again in the editor, to identify moves, covers, and potential problems. It's easier to balance the map that way.
- Know the blocks and try to use them in various ways in your Elite map. Playing on a "rich" map is always a good feeling.
I'll try to detail a bit more if necessary. =)
I may add some quick rules about Elite map building.
- Build the map upon a concept. People will remember your map more. We already have tons of generic Elite maps.
- Always build several attacking and defending routes. (Usually 3 minimum) The map is unlikely to be boring this way.
- Pay attention to the scenery and spectating side. This is more important than many mappers think.
- Play in your map again and again in the editor, to identify moves, covers, and potential problems. It's easier to balance the map that way.
- Know the blocks and try to use them in various ways in your Elite map. Playing on a "rich" map is always a good feeling.
I'll try to detail a bit more if necessary. =)

Re: Tutorial : Elite mode map basics and analysis.
All the points you raised were for part 2 :p
I'm also doing a top view schematic analysis of the map, but it takes time ^^
I'm also doing a top view schematic analysis of the map, but it takes time ^^
- luftisbollentm2
- Translator
- Posts: 613
- Joined: 25 Aug 2011, 23:01
Re: Tutorial : Elite mode map basics and analysis.
There is no rules ^^
The map should be fun, and thats it
Is there to many defend spots on this then ?
https://dl.dropbox.com/s/c0py83zudfaxbzo/elit.jpg
a = attack
d = defender
o = pole
The map should be fun, and thats it

Is there to many defend spots on this then ?
https://dl.dropbox.com/s/c0py83zudfaxbzo/elit.jpg
a = attack
d = defender
o = pole
PC: Amd x2 2500mhz 6gb ddr2 ati 5850 1024mb
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
Re: Tutorial : Elite mode map basics and analysis.
How do you setup the Elite Gamemode for a map? I can't find it in the editor.
Re: Tutorial : Elite mode map basics and analysis.
Load the title ELITE and open the editor. The mode ELITE should be set by default.
- angry_duck
- Nadeo
- Posts: 185
- Joined: 14 Oct 2011, 12:17
Re: Tutorial : Elite mode map basics and analysis.
You can also change the maptype by clicking on the script name at the top left corner of the screen (near the wrench icon).
angry_duck
Re: Tutorial : Elite mode map basics and analysis.
I'm lloking for a way to have clean and "HD" screenshots of a topview of maps... Any idea of the best way ?
thanks o/
thanks o/
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