Bored + Zer1toN = retarded journal again :D
Was thinking whilst watching the NecroCup about duel maps and what actually makes a decent duel map. What with them putting in 'oldies' like T9 etc. So I guess off the top of my head, the following categories would be valid:
Size - Size of the map
Movement - How easy it is to move around the map. Jump-pads/teleports/lifts etc
Weapon selection - What weapons are in the map (rail, no rail, LG etc)
Item properties/placement - What type of items are put in and what times (35sec/2min Mega etc)
I'm sure there's tons more, but I cba to go into them yet :D
So, focusing in on each one:
Size - Primarily means how big the map is but not necessarily the thing as a whole. For example, Aerowalk isn't exactly small but due to the geometry of it, it leads to a faster paced, smaller feel map. If a map is too large it can end up +backy but not necessarily as certain routes can open the whole map up (Battleforged being a good example of how just opening up a different route and teleporter exits can change the dynamic).
The general feel is:
small = fast
medium = moderate
large = slow
there are however exceptions and it's really dependent on the next category
Movement - If corridors are too tight then it can be a bit chokey in battles and difficult to be offensive. Gothic Rage looks like it'd fall into this category. The ability to move around fluently perhaps with small 'trick' jumps is always a good thing - if the 'trick' jumps are unsuccessful it puts the other person in a bad position and disadvantages them.
I'm gonna make an analogy to F1-racing now. There's a huge debate about how the tracks (maps if you will ¬¬) are being too easy on drivers and should they make a mistake, they are not punished for it due to the large concrete runoff areas instead of gravel (older circuits) or walls (street circuits). Missing a jump or move should be punishing (and I think most can say that it usually is in QL)
Jump-pads, teleports and (although less seen) lifts are another dynamic to add to the gradient of the map. I think the last time I saw a lift in a duel was on the Amiga Q3 cup on that jos~ map and it was kinda interesting. With teleports there is the case of is it 1-1 or a repeating circuit (much like T9). The repeating can often end up as a bit of a cat chase favoring the runner as a quick escape. Anyway, not much to go into on this section that most don't already know. They're basically a quicker way to get to another place (horizontally or vertically)
If the map is too open it can lead to difficulty in out-of-control situations (DM6 etc) or rail-heavy games which brings me onto my neeeeext point:
Weapon selection - It seems most 'new' maps being produced generally go for the usual selection of rockets, rail, lightning gun along with plasma, shotgun and grenades. The dynamic in weapon selection comes mainly with hitscan (inclusion of lightning gun and rail).
Maps like DM13 which remove the rail create a slightly different open battle dynamic which suits the map. On another note when Phrantic was brought out, many looked at the addition of a rail as a bit confusing and for the most part, it really doesn't work on the map due to the size and item selection (there being no mega/mainly armors). However, there are maps like T4 which include the rail on a fairly open map but due to the lack of powerups (two yellow armors, one 2 minute mega) to creates a completely different dynamic... whiiiiiiiich brings me onto:
Item properties/placement - What items are in the map? How many there are, what properties they have and how often they spawn.
In general it's accepted to have at least 1 mega and 100 armor worth along with some shards/+5bubbles. Larger maps with more armors.
Another important factor to pickups is where they are. The ability for the opponent to do damage onto items such as the mega or ra are important but not too crippling. I'm still insure about how to take Hektik's mega 'jail'. It's another interesting dynamic which is why I quite like how it is and also the RA on Hektik can be quite a good place to do damage. In general, all 'good' maps allow people to do damage onto big pickups whilst leaving smaller ones (YAs etc) a little bit more protected for the person out of control.
This is why I think DM6 suffered a bit because whilst it was great to do damage onto the big items, there was only 1 YA and some shards which were both quite exposed as well as the rail which was easy to put damage onto. A map like ZTN has some armors which can be safer to take. Of course these YAs are not impregnable but they're not completely open to attacks either so it's not such a chore for the person out of control
TL;DR? - Just venting really. What does a 'good' duel map need to be good in your opinion?
Was thinking whilst watching the NecroCup about duel maps and what actually makes a decent duel map. What with them putting in 'oldies' like T9 etc. So I guess off the top of my head, the following categories would be valid:
Size - Size of the map
Movement - How easy it is to move around the map. Jump-pads/teleports/lifts etc
Weapon selection - What weapons are in the map (rail, no rail, LG etc)
Item properties/placement - What type of items are put in and what times (35sec/2min Mega etc)
I'm sure there's tons more, but I cba to go into them yet :D
So, focusing in on each one:
Size - Primarily means how big the map is but not necessarily the thing as a whole. For example, Aerowalk isn't exactly small but due to the geometry of it, it leads to a faster paced, smaller feel map. If a map is too large it can end up +backy but not necessarily as certain routes can open the whole map up (Battleforged being a good example of how just opening up a different route and teleporter exits can change the dynamic).
The general feel is:
small = fast
medium = moderate
large = slow
there are however exceptions and it's really dependent on the next category
Movement - If corridors are too tight then it can be a bit chokey in battles and difficult to be offensive. Gothic Rage looks like it'd fall into this category. The ability to move around fluently perhaps with small 'trick' jumps is always a good thing - if the 'trick' jumps are unsuccessful it puts the other person in a bad position and disadvantages them.
I'm gonna make an analogy to F1-racing now. There's a huge debate about how the tracks (maps if you will ¬¬) are being too easy on drivers and should they make a mistake, they are not punished for it due to the large concrete runoff areas instead of gravel (older circuits) or walls (street circuits). Missing a jump or move should be punishing (and I think most can say that it usually is in QL)
Jump-pads, teleports and (although less seen) lifts are another dynamic to add to the gradient of the map. I think the last time I saw a lift in a duel was on the Amiga Q3 cup on that jos~ map and it was kinda interesting. With teleports there is the case of is it 1-1 or a repeating circuit (much like T9). The repeating can often end up as a bit of a cat chase favoring the runner as a quick escape. Anyway, not much to go into on this section that most don't already know. They're basically a quicker way to get to another place (horizontally or vertically)
If the map is too open it can lead to difficulty in out-of-control situations (DM6 etc) or rail-heavy games which brings me onto my neeeeext point:
Weapon selection - It seems most 'new' maps being produced generally go for the usual selection of rockets, rail, lightning gun along with plasma, shotgun and grenades. The dynamic in weapon selection comes mainly with hitscan (inclusion of lightning gun and rail).
Maps like DM13 which remove the rail create a slightly different open battle dynamic which suits the map. On another note when Phrantic was brought out, many looked at the addition of a rail as a bit confusing and for the most part, it really doesn't work on the map due to the size and item selection (there being no mega/mainly armors). However, there are maps like T4 which include the rail on a fairly open map but due to the lack of powerups (two yellow armors, one 2 minute mega) to creates a completely different dynamic... whiiiiiiiich brings me onto:
Item properties/placement - What items are in the map? How many there are, what properties they have and how often they spawn.
In general it's accepted to have at least 1 mega and 100 armor worth along with some shards/+5bubbles. Larger maps with more armors.
Another important factor to pickups is where they are. The ability for the opponent to do damage onto items such as the mega or ra are important but not too crippling. I'm still insure about how to take Hektik's mega 'jail'. It's another interesting dynamic which is why I quite like how it is and also the RA on Hektik can be quite a good place to do damage. In general, all 'good' maps allow people to do damage onto big pickups whilst leaving smaller ones (YAs etc) a little bit more protected for the person out of control.
This is why I think DM6 suffered a bit because whilst it was great to do damage onto the big items, there was only 1 YA and some shards which were both quite exposed as well as the rail which was easy to put damage onto. A map like ZTN has some armors which can be safer to take. Of course these YAs are not impregnable but they're not completely open to attacks either so it's not such a chore for the person out of control
TL;DR? - Just venting really. What does a 'good' duel map need to be good in your opinion?
Edited by ZeritoN at 14:50 CST, 12 November 2010 - 2456 Hits