Tutorial : Elite mode map basics and analysis.

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Timmeh7
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Re: Tutorial : Elite mode map basics and analysis.

Post by Timmeh7 »

GBH-M1SB1 wrote:I'm lloking for a way to have clean and "HD" screenshots of a topview of maps... Any idea of the best way ?
Load the maps in the editor and open the MediaTracker. You can setup a custom camera and take some screens with 196x Anti Aliasing. Should be HD enough :D
GBH-M1SB1
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Re: Tutorial : Elite mode map basics and analysis.

Post by GBH-M1SB1 »

haha ^^ nice !

I manage to take some just by using the editor, but the main problem is that some are password protected... :/

there's no way I can do it then ?
Timmeh7
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Re: Tutorial : Elite mode map basics and analysis.

Post by Timmeh7 »

You could also play on the maps and hit "R" to save a replay. Then you can open it in the replay editor (it's in the main menu, beneath the map editor) and you can basically do the same things as in the MediaTracker. :thumbsup:
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luftisbollentm2
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Re: Tutorial : Elite mode map basics and analysis.

Post by luftisbollentm2 »

Part 2 please :thumbsup:
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GBH-M1SB1
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Re: Tutorial : Elite mode map basics and analysis.

Post by GBH-M1SB1 »

Hey :)

I'm currently moving abroad, so part 2 is going to arrive, but a bit later :p

Sorry 'bout that o/

By the way, I was wondering if there would exist any data collection about the maps, like the winrate of attackers for example ?

(I'm secretly dreaming about heatmaps of the defenders and attackers position :D)

Would there be anyway to create it ?
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Wabbitface
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Re: Tutorial : Elite mode map basics and analysis.

Post by Wabbitface »

Replying to a 6 month old topic but I thought it would bee a good idea to add some more things to the tutorial.

After experience at training at a semi-pro level and a creation of half a dozen elite maps I could give some insight to the most important rules of making an elite map for the competitive scene.

Please note that designing elite maps for competitive tournaments is a really difficult task, it takes a lot of understanding of how high level elite matches are played as you can't simply just jump straight into building a good elite map. But don't be afraid to take the challenge on, it helps to use ideas from other competitive maps and put them into your own in a new style.

  • Give the map some personality, don't use too many different blocks in your map.
  • Keep it relativity small, less than 50% of the total build space available is best, this helps maximize FPS.
  • It's cool to have some scenery around the map but don't overdo it, this helps maximize FPS.
  • Get rid of useless blocks, if you find black spots (areas which nobody uses) then its only going to hurt fps.
  • Create areas of multiple use, this is not too important but if you can combine defence spot, safe attack cover & awesome wall jumping routes then great. Don't limit one certain area of your map useful for one thing (i.e. defence spot, make it useful for the attacker as well)
  • Keep traps to a minimum = less frustrated players
  • Once you complete your map make sure you compute shadows on fast, you have only done about 10% of your map build, the other 90% of work comes in during the testing and tweaking stage, you can get more suggestions and ideas from other high level players. Once you know you will probably never touch your map again then its time to compute your shadows on the highest possible setting - This allows the map file size to shrink which means faster map load times on the servers.
  • Make sure you listen to high level players and consider their suggestions,
  • Don't do a remake of maps from other FPS titles such as Counter Strike, DON'T DO IT !
  • Following up from my last point, give your map plenty of opportunities to do wall jumps but don't overdo it by making it the only way to get to either kill a defender in his position or get to the goal.
  • Don't overdo obsticals, however they are good for getting to high points of maps but too many will look ridiculous.
  • Make it noob-friendly, give it at least 3 attack routes which don't involve wall jumps or game mechanics which new players might not know about. Shootmania is supposed to be easy to play but hard to master, give your map the ability for players to do that (don't just make a jumppad up to an amazing attack route, include some cool walljumping skills instead)
  • Speaking of jumpads - don't overuse them, or even use them to get to the other side of the map, as a player you should be rewarded for moving fast around a map by managing your stamina, if you have jump pads everywhere it defeats that very purpose.
  • Water maps are lame, ShootMania doesn't allow for awesome swimming fights.
  • Grapples - don't overuse them either, again from my earlier point, if you are skilful at movement you should be rewarded for it.
  • Keep good Defence positions away from pole area, if you have a good defence position near pole - a defender will always be there, give it some vulnerability of some kind like a couple of opportunities to flank the defender and take them out.
  • Grass maps create slower game-play, use other blocks in order to give the attacker and defence to wall jump or sprint along to get around and rotate.
  • ... and many other points that haven't been covered yet.

    I know there are many negative points but these are mistakes made by mappers every day, please take them into consideration and you will be on your way to make a decent map for the Elite gametype. :mrgreen:
Liam 'Wabbitface' Watson
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tcq
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Re: Tutorial : Elite mode map basics and analysis.

Post by tcq »

First of all, a nice listing. You have a lot of true and valid points in this list but I have two comment on the following two points.
Wabbitface wrote:
  • Give the map some personality, don't use too many different blocks in your map.
Why? With this you are removing the whole creativity of the game and you end up with the same amount of generic maps where one looks like the other. If you want this, why not keep playing de_dust for the next 20 years? I mean, shouldn't the best elite teams be able to play on all kind of blocks/map designs as well as on the other ones? Its not like that I think the maps are not technical and don't provide a lot of variation game play wise, but with such restrictions you only play a third of the whole game and it's bad advertisement for the eSport part of SM.
Wabbitface wrote:
  • Grass maps create slower game-play, use other blocks in order to give the attacker and defence to wall jump or sprint along to get around and rotate.
A little bit of grass is still okay, just don't overuse it.
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Wabbitface
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Re: Tutorial : Elite mode map basics and analysis.

Post by Wabbitface »

tcq wrote:First of all, a nice listing. You have a lot of true and valid points in this list
Thanks, I didn't spent too much time writing it up, just wanted to get the info out there as quick as I can and I made a couple misdirections along the way.


Sorry I didn't get my point across on both these things:

for "don't use too many different blocks" I actually mean don't use all the blocks available to you all at once and all on the one map, I do see from time to time there are many maps which try to use every single type of block imaginable - these maps I think look roughly the same due to the similarity to the types of blocks used. I find maps look much nicer when they use a select range of block types (giving plenty enough variation of course) and the fact they just look like bundled mess.

And I totally agree with you the fact that all elite players should play on different looking maps and especially with different playstyles.

And the grass part I just worded wrong, I meant exactly what you said "A little bit of grass is still okay, just don't overuse it"

9:00am I made that post I guess I was still a bit sleepy, not everyone is perfect ^^
Liam 'Wabbitface' Watson
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magnetik
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Re: Tutorial : Elite mode map basics and analysis.

Post by magnetik »

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 :)
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tcq
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Re: Tutorial : Elite mode map basics and analysis.

Post by tcq »

Wabbitface wrote:Sorry I didn't get my point across on both these things:
Thanks for the explanation. With that you have definitely covered the points I was thinking about :)
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