Author Topic: Layout Theory  (Read 5327 times)

Groove

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Layout Theory
« on: September 20, 2007, 03:17:09 am »
Is there any known method to creating decent map layouts for tremulous? Was Nexus 6 or Arachnid 2 based on any known theory?

I've entered Kaleo's mapping competition very late in the race and I need help soon. I have dived into creating rooms based purely on looks-I'm concerned about the playability. Any help is appreciated. Thanks.

Odin

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Layout Theory
« Reply #1 on: September 20, 2007, 04:26:41 am »
Do you have a brain? You need one of those.

Taiyo.uk

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Layout Theory
« Reply #2 on: September 20, 2007, 04:33:27 am »
The main pointers are the obvious ones: avoid excessive bias towards a particular team and don't let using the hollow tool be the penultimate step to compiling and releasing. Define the layout first and add detail later. A pencil and some paper will help here.

Maps like Niveus and Nexus6 appear to use a strategy of avoiding areas of massive advantage to a particular team throughout the map. Alternately maps could feature a mix of areas that favour the humans and others that favour the aliens. For example long hitscan-heaven corridors can be combined with secluded alien base locations as is the case in Arachnid2. There have been successful symmetrical layout maps too.

Ultimately there is no set layout method and you won't know how well adapted to tremulous your map is until it has been thoroughly play tested.

Experiment, test alpha/beta versions, get feedback and refine the map until it's up to release quality.

n00b pl0x

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Layout Theory
« Reply #3 on: September 20, 2007, 04:53:29 am »
Quote from: "Taiyo.uk"
The main pointers are the obvious ones: avoid excessive bias towards a particular team and don't let using the hollow tool be the penultimate step to compiling and releasing. Define the layout first and add detail later. A pencil and some paper will help here.

Maps like Niveus and Nexus6 appear to use a strategy of avoiding areas of massive advantage to a particular team throughout the map. Alternately maps could feature a mix of areas that favour the humans and others that favour the aliens. For example long hitscan-heaven corridors can be combined with secluded alien base locations as is the case in Arachnid2. There have been successful symmetrical layout maps too.

Ultimately there is no set layout method and you won't know how well adapted to tremulous your map is until it has been thoroughly play tested.

Experiment, test alpha/beta versions, get feedback and refine the map until it's up to release quality.


ive found arachnid2 has like the worst alien base posibilities of just about any map...
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?

ThePyro

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Layout Theory
« Reply #4 on: September 24, 2007, 03:56:13 pm »
Dead end?  Dead map.
Every room or hallway should have at least two entrances.  You may ignore this rule for very small rooms which are basically impossible to defend.  However, even in those circumstances, I would recommend that you try to avoid dead-ends whenever possible.

All roads lead to Rome
The gist of this rule is that every exit from your team's base should inevitably lead to the opposing team's base.  ATCS and Tremor are good examples (although they are relatively small maps).  Karith is a good example also; even though it's not completely linear, you really can't get turned around and end up walking in circles.

There are plenty of decent maps which do not follow this rule.  Procyon is an excellent example, and Niveus to a lesser extent.  However, maps which do not follow this rule are much more difficult to learn, leading to major player frustration for several games until the layout is memorized.  If your map does not excel in almost every other area, this style of layout (let's call it extremely non-linear) will cause players to give up on the map before it becomes enjoyable.

Teleporters are bad
Do not put teleporters in your map.  They cause all sorts of gameplay problems, not the least of which is telefragging.  Players get lost more easily, etc... Teleporters should be reserved for single-player games and novelty atrium deathmatch maps.

Elevators are bad
Elevators get camped.  Tyrants get squished.  Teamwork becomes nigh-impossible since teammates can't jump onto the elevator at the exact same time.  In short... just avoid elevators completely.

DASPRiD

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Layout Theory
« Reply #5 on: September 24, 2007, 05:27:25 pm »
The last point is wrong. Elevators CAN be used. Just don't make any automated elevators, and don't make them too smal. 4 or 5 humans should easily fit in it, and have the ability to move around. Elevators are fine to quickly get away from screaming Tyrants, Though you should make it impossible to camp evelators, as Pyro stated. So don't allow buildings around the elevator entries, and don't create good camp locations in the near location.
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Ingar

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Layout Theory
« Reply #6 on: September 24, 2007, 09:01:33 pm »
When you have made a sketch on paper, determine the line-of-sight from different places on your map. A very long LOS without places to hide is usually a bad sign, both gameplay-wise and framerate-wise.