Sounds awesome!magnetik wrote:On a side note, we would like to have a "custom maps" lobby with the a karma (vote) plugin to encourage diversity.
Cerovan should talk about it soon
Tutorial : Elite mode map basics and analysis.
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Re: Tutorial : Elite mode map basics and analysis.
The neverending waiting game has to stop.
Re: Tutorial : Elite mode map basics and analysis.
There must be something wrong with the email notifications... I never received anything telling me people answered that post, which I left for dead... Since it kinda was.
Thanks Wabbit for the remarks !
And yeah, when he said that thing about the "range" of blocks used to make a map, there was also a point I thought about bringing up : The reading.
On the side of the player, having a lot ( by that, I mean too much ) will interfere with reading and also allowing a good dynamic of moving. Reading what's going on during an Elite match is the key. If the map is stuffed with many different blocks of different styles and "decoration" blocks, the map becomes messy, and its understanding as well.
You can notice that the very classic maps are usually the one which are really well "built", structure talking, and not necessarilly in an impressive way. The path, corridors, heights, covers... Often made simply, so more effective.
Also, if the dream is about having your map played by pros, so getting it integrated to an official map pool, you have to think that spectating is important : Everything said above applies also to the commentators and spectators.
An overcharged maps, with trees, "ceilings", etc, will make the action less appreciable. So, using tunnels or heights that cover an underground are of course possible, but shouldn't be massive. That would be a problem to follow the attacker and see what's going on out of the place he currently is.
To sum up : A good map, interesting to play and to watch, is a versatile map. It must offer opportunities for everyone (attackers and defenders), and these possibilities should offer different (versatile...) gameplays.
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I wish to continue this topic with the rest of the basics and analysis, but I would miss some tools to realise it... I'll think about it though.
Thanks Wabbit for the remarks !
And yeah, when he said that thing about the "range" of blocks used to make a map, there was also a point I thought about bringing up : The reading.
On the side of the player, having a lot ( by that, I mean too much ) will interfere with reading and also allowing a good dynamic of moving. Reading what's going on during an Elite match is the key. If the map is stuffed with many different blocks of different styles and "decoration" blocks, the map becomes messy, and its understanding as well.
You can notice that the very classic maps are usually the one which are really well "built", structure talking, and not necessarilly in an impressive way. The path, corridors, heights, covers... Often made simply, so more effective.
Also, if the dream is about having your map played by pros, so getting it integrated to an official map pool, you have to think that spectating is important : Everything said above applies also to the commentators and spectators.
An overcharged maps, with trees, "ceilings", etc, will make the action less appreciable. So, using tunnels or heights that cover an underground are of course possible, but shouldn't be massive. That would be a problem to follow the attacker and see what's going on out of the place he currently is.
To sum up : A good map, interesting to play and to watch, is a versatile map. It must offer opportunities for everyone (attackers and defenders), and these possibilities should offer different (versatile...) gameplays.
-----------------------------------------------------
I wish to continue this topic with the rest of the basics and analysis, but I would miss some tools to realise it... I'll think about it though.
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