Tremulous Forum

Media => Mapping Center => Topic started by: floodbud on February 28, 2007, 04:29:35 pm

Title: Some unofficial guidelines
Post by: floodbud on February 28, 2007, 04:29:35 pm
Hey, Im new to mapping on Trem but I have been working on maps alot for other games, and usually simple is best.  I have utter most respect for all mappers on Tremulous, but I would really like to see more simple maps, not like both bases are the same, but rather A-symetrical maps. One example would be like this:  Humans beneath aliens, two paths, construct connecting two paths.  Any opinions, ideas, or perhaps you all want to kill me.
Title: Some unofficial guidelines
Post by: tuple on February 28, 2007, 06:20:18 pm
Possibly done, check Flap :)

Check http://www.mercenariesguild.net/base/ and get the MG map pack if you want to sift through the existing maps to see what has happened. :)  Actually, tremulous has a lot of maps.  Some are even finished! :P
Title: Hmm
Post by: floodbud on February 28, 2007, 06:31:07 pm
No, what I mean is that too many people are making over complicated maps.  It was merely an example, but basic is best.
Title: Some unofficial guidelines
Post by: Ingar on February 28, 2007, 06:44:19 pm
Make an asymmetrical map with the alien base beneath the human base
(I imagine a granger would rather choose a dark, secluded spot in the basement to start the infestation). After it has been played a few hundred times we'll have a good idea which map works best.

Just kidding  :wink:

When you talk about simple is best I assume you are referring to the layout. Talking about visuals is a matter of opinion (and GPU power). Most standard Tremulous maps look very good and have a distinct atmosphere. Personally, I do not feel the need to make another quake 2 map in 2007.

When it comes down to map layout, Tremulous has a few strange requirements: capabilities like wallwalking and jetpacks make it possible to reach places that would be decorative otherwise. Also, you would want lots of small corners for little aliens to hide while waiting for there prey and some larger rooms suitable for base building.

If you need a more tangible idea: this (http://users.telenet.be/ingar/tremulous/sirius.html) is what I have been working on for the past few months. In a few weeks, I hope you can tell me if you like it or not  8)
Title: Re: Hmm
Post by: tuple on February 28, 2007, 08:37:40 pm
Quote from: "floodbud"
No, what I mean is that too many people are making over complicated maps.  It was merely an example, but basic is best.


Ah, too many overly complicated maps.  Personally I like the complex maps if there are enough players ;) If you like maps to be slightly more simple than pulse :P , you should check out
http://www.mercenariesguild.net/base/map-mg_crate2.pk3
  In fact, the alien base is below the human base so it may be just what you are looking for!!



SPOILER:
Ok, it's a practice map :D  Believe it or not, I've played with people who like that map quite a bit.  Straight out action through and through.  You may think it's human sided, but if aliens get upstairs fast enough they can get evols and go goon before humans can build a turret!
Title: Some unofficial guidelines
Post by: Plague Bringer on February 28, 2007, 08:56:45 pm
Quote from: "Ingar"
If you need a more tangible idea: this (http://users.telenet.be/ingar/tremulous/sirius.html) is what I have been working on for the past few months. In a few weeks, I hope you can tell me if you like it or not  8)

I love your ideas, but those maps are just...too complicated. I suggest that you have a few maps (like in malls and such) with position markers so you know where you are. Quite simpily, it's all too possible to go without seeing anybody for five minutes in a server like |SST| on a map only as large as Hamunaptra.
Title: Some unofficial guidelines
Post by: Karvajalka on February 28, 2007, 09:59:42 pm
Quote from: "Plague Bringer"
Quote from: "Ingar"
If you need a more tangible idea: this (http://users.telenet.be/ingar/tremulous/sirius.html) is what I have been working on for the past few months. In a few weeks, I hope you can tell me if you like it or not  8)

I love your ideas, but those maps are just...too complicated. I suggest that you have a few maps (like in malls and such) with position markers so you know where you are. Quite simpily, it's all too possible to go without seeing anybody for five minutes in a server like |SST| on a map only as large as Hamunaptra.

I <3 maps that are big and complex, even in smaller server. Isn't it good that you can't be sure  what is around the corner? In small maps you can be pretty sure there is just a drech horde....
Title: Some unofficial guidelines
Post by: janev on March 01, 2007, 01:42:33 pm
Well there are many styles of mapping in tremulous and  it would seem that the smaller maps are more popular. However seeing as the mappers make the maps because they like mapping nobody can really tell them what to make :)

I don't mind if maps are complex and graphics heavy but i do like to see maps that have been built with some regard to gameplay; with such a long hike to alien base on maps transit size can you really expect humans to beat eggspam? On the other hand maps like atcs are imho just not fun. Human starting bases need to be assailable with tyrants and/or adv goons with enough space to dodge luci spammer. An even better solution of course would be for people to stop camping but that isn't going to happen any time soon :roll:.
Title: Some unofficial guidelines
Post by: TRaK on March 01, 2007, 07:31:12 pm
If all maps were similar, the game would get very repetitive. Variety is essential. Complicated maps have their place in trem.
Title: re
Post by: floodbud on March 08, 2007, 06:41:16 pm
Of course, I'm not in the least suggesting that all maps be miniature versions of ATCS.  It just bugs me a bit that ATCS (and perhaps uncreation) is the only really simply level.  I like the straightforward, front/back or top/bottom layout for small LAN games (and that is mostly what I play).  Definitely, complicated maps have their place and are pretty quick to get used to.  But in low (ie 4) player games, smaller maps are way better.

________________
Floodbud.  pwner.
Title: Some unofficial guidelines
Post by: Shadowgandor on March 08, 2007, 06:49:40 pm
I think that someone should make a map which instead of going forward and a sideway (left, right or both ways) but just forward only, but with different floors.
Atleast it isn't a copy of atcs anymore then ^^