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Mapping Rules of Thumb

Historical capture recovered from the Wayback Machine · captured 2013-09-26 · 16 posts
This is more for me and other mappers. Just writing out my thoughts, since I've wanted to do this for a while. If you got stuff to add, go for it.

Mapping for comp is a huge give and take of O vs D. Maps should always be slightly tilted towards O- slanted towards D will make for slow maps. O are the ones that make things happen. Still nice to throw a "challenge" at O now and then, at the cost of something else in D being removed (add a turret and remove a sensor, etc.) There's no exact measurement of give and take, it's something you feel out.

Fog/Visible Distance: Starts at roughly 600 meters, drops when terrain is wide open, or low, or there are little obstructions (buildings, rocks) in the midfield.

Bases: Generally, no more than 2 or 3 rooms away from enterance to gen room. Simpler is better.

Small Bases: At least 2 enterances.
Medium Bases: At least 3 enterances.
Large Bases: Do not make them (or if you do, make them open).

Smaller enterances create choke points, make for easier turtles, avoid.

Some maps have turtles that are better than others because of these factors. Ex: Pandemodium much better than No Shelter because Pande has 2 enterances to a 1-room base.

Keep in mind the placement of inventories and gens close to enterances. Having outdoor inv spam is bad but passable. Gen spam is bad, in most cases. If a base is going to have inv spam, consider having invs self-powered (or powered by more than 1 gen) to balance this factor out.

Terrains: Hand-made can take a while. For procedurals, Multi-ridged Fractal and Voronoi/Worley noise very good for Tribes gameplay due to their tendency to create bowls and ridges to ski along. Usually want a hiearchy of detail (big features, little features, small features). Hills that encompass OOB borders are generally liked (Feign, Damnation, Opus).

Flag: Give and take very big here- many things to tradeoff, but always keep slanted to O.

You want at least 2 routes available (side to side, back to front). Front to back nice to have. Flagstands approachable from multiple angles a plus for O.

Flagstand should be concave. If convex, consider higher hills/more fog, but generally do not do. Flat flagstands can sometimes work, but generally will cause deadstops. There should almost always be spawns near the flagstand (I aim for roughly 50% of my spawns at flagstand). NO SPAWNS on the flag.

The last "uphill" that cappers touch before touching flag on fast cap routes will roughly start 150m away from flag. The hills cappers start out on on set-up routes will be roughly 300m away from flag. Keep this in mind when picking location for flag on procedurally generated terrain, or make sure to build them in.

List of Gives/Takes for Balancing O/D
If you add one from the D list, add one from the O list too. But generally keep things O-tipped.

Good for O:
Smooth Terrain
More Fog
Inv Spam
Gen Spam
Self-Powered Bunker
Open Flagstand
Big Enterances
Lack of Plasma on Base Turret (one extra step for D...)
Campable Gen Rooms

Good For D:
Sentry Turret
Limited Enterances
Multiple Sensors
Multiple Base Turrets
Limited Routes
Jutting Pieces on Flagstand
Lava/Water around Flagstand
Less Fog
Multiple Bases/Multiple Powersources
Plasma Turret Default on Base Turret

Use the lists as just a guideline. This is not exact science, its something you must feel out.

Thats all I got for now. Hoping Anthem, Fling, adept, enigma, or rayne can chime in here. But anyone should feel free to add. :>

Update:Cross-posting this essay proj wrote as it addresses some of the O/D give-n-take.
http://www.teamwarfare.com/forums/showthread.asp?forumid=4&threadid=487470

Post edited by Rooster128 at 4/10/2013 2:16:43 PM
I should also note... these are observations from trial and error. I am not claiming I am some map god cause I finally got my sorry ass a map into comp, LOL.

And I know you guys are more that content with playing the tried and true TWL maps until this game finally does die, but as many of you know there are reasons maps are being made...
Post edited by Rooster128 at 4/8/2013 11:26:44 AM
afk
Can someone get holystorm in here to set this all straight
I await squeeze's response for the definitive answer
ur making me fucking hungry meyog.

also most holy maps suck, but i actually like prismatic a lot. :X
Originally posted by: Meyog

this made me LOL irl
2 bases apart
something in middle so u have to take indirect routes via left right (SH,dx, midnight)
fairly ez to grab, decent base
ggs 2 ez
Originally posted by: Rooster128
I should also note... these are observations from trial and error. I am not claiming I am some map god cause I finally got my sorry ass a map into comp, LOL.

And I know you guys are more that content with playing the tried and true TWL maps until this game finally does die, but as many of you know there are reasons maps are being made...

AFTER 11YRS AND 8 TOURNEYS.. I'M NOT CONVINCED THIS GAME EVER WILL DIE. WHEN YOU CONSIDER, FOR SOME. THIS IS THE ONLY GAME THEY HAVE EVER BEEN DECENT AT AND ENJOYED. LOOK AT ALL THE VETS COMING BACK EACH SEASON. SOME TAKE IT OFF, OTHERS TAKE THEIR SPOT.

T2 WON'T DIE. THERE WILL ALWAYS BE NERDS GAMING ON THIS SHIT.

2020 THIS GAME WILL BE ALIVE. WE'RE ALRDY OVER HALFWAY THERE.
i agree 100%
gonna bump this.
Originally posted by: TribalWear

AFTER 11YRS AND 8 TOURNEYS.. I'M NOT CONVINCED THIS GAME EVER WILL DIE. ...
T2 WON'T DIE. THERE WILL ALWAYS BE NERDS GAMING ON THIS SHIT.
2020 THIS GAME WILL BE ALIVE. WE'RE ALRDY OVER HALFWAY THERE.


The game is dying a long slow death, but all good things come to an end. Probably when Bran gets bored with hosting and no one else cares to put up funding.

When the pub servers transitioned from 1 last server up all night on the weekends to dying out in the evening hours on weekends is when I felt it. It almost never goes on all night anymore, which is pretty sad
Was thinking of something fun we could do on the next iteration of maps. For those who are interested, and have Google+.

We make a map creation meeting using Google hangouts. We use voice, and a doodling app inside google+ as an interactive whiteboard. We collaboratively design maps and discuss as we go, and save the designs we finally agree on.

Optionally, we can stream this as well, so others can see the design process unfold.

Lemme know if you're interested in being in this "committee". I'm thinking it'd be nice to release a few maps based on these committees for S9...

... and for S10 release an "anniversary" map pack that contains polished versions of previous maps that are popular (from S3, S5, S7, and S9), and edited versions of maps that have potential (from all the previous seasons, plus TWL). "Bad" maps would not make it in. The S10 pack would be the coup de grace, the final effort (at least for me).
Post edited by Rooster128 at 4/15/2013 11:10:03 AM
Ideas for the S10 pack...

- A relit and slightly reduced version of Misadventure.
- Highly reduced Hawking Heat with only one bunker. Remove half of the underground to stop camping/turtles, add two enterances into bunker.
- Silenus base replaced with new interior altogether (same shape, but made to prevent deadstops).
- Sentry turret in main room of Massive removed (one in the back stays).


Post edited by Rooster128 at 4/15/2013 11:10:59 AM

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