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Mainserver maps requirements.

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PostPosted: Wed Nov 30, 2011 6:59 pm
PostPost subject:No icon Mainserver maps requirements.
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Hi,

I am busy with a map, which I want to publish here.
Are there certain things that are needed to satisfy players here and to be fully operational with the mutators running?
For example not much monsters or the opposite?
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PostPosted: Wed Nov 30, 2011 7:28 pm
PostPost subject:No icon Re: Mainserver maps requirements.
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Areas' scale must be large enough to handle large player counts, i.e. no players blocked behind each others in corridors.

Other than that, post early releases here and testers will tell you.
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PostPosted: Wed Nov 30, 2011 7:33 pm
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OK, ty.  If there are more tips tell them, I don't fancy make hundres of betas.
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PostPosted: Wed Nov 30, 2011 8:54 pm
PostPost subject:No icon Re: Mainserver maps requirements.
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Minimum requirement is indeed enough space for the players.

Additional requirements are more personal if you want to make a cube with monsters please ignore me.

For me a good map has good visuals and good fights (either qualitative or quantitative).

For good visuals use your imagination, decide what kind of map (outdoor, tech, space, castle, surreal) you want to make and what you expect to see in such a place. Add variety to the map and try to add something original. A boss in a stunning environment that fits the fight is better then a boss in a cube.

With a qualitative fight I mean it should be a challenge, a 100.000 Hp Slith is still a slith and not challenging in itself, Queens, Warlords and Skaarj make good bosses from my point of view. I also like to have side challenges, so one boss and a couple of normal smaller kritters that attack you. This also enhances teamplay for you have to devide tasks.

Quantitative good fights just have a lot of easy to kill kritters, e.g. four pupae are not a challenge, one hundred coming from different size are.

You'll need some creatures that fire back, e.g. Brutes fire a large amount of rockets that you'll have to dodge so a small number of brutes make quite a challenge. Also hide them a bit, e.g. if you walk past a crate you'll be shot in the back rather then some creature in front of the crate which you can snipe before it sees you. Also try if you can make creatures to attack you from two sides. If you can stand around the corner safely with a ripper killing a 100.000 HP boss it's a design flaw from my point of view.

There's a lot of stuff written about maps on this forum so check these posts for tips, there are also some posts with tutorials or links to tutorials in their.

About the hundreds of beta's: when you release one for testing please call it beta Smile. I think a good map has to be tested until you're bored of it in tweaks so if you're as demanding as me a couple of beta's will be required.


The best way to kill skaarj is to flak it while it leaps towards you.
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PostPosted: Thu Dec 01, 2011 2:37 am
PostPost subject:No icon Re: Mainserver maps requirements.
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I'd wait to play the map and see how you're doing on your own before I start to influence you with opinions.
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PostPosted: Thu Dec 01, 2011 10:56 am
PostPost subject:No icon Re: Mainserver maps requirements.
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rork wrote (View Post):
Minimum requirement is indeed enough space for the players.

Additional requirements are more personal if you want to make a cube with monsters please ignore me.

For me a good map has good visuals and good fights (either qualitative or quantitative).

For good visuals use your imagination, decide what kind of map (outdoor, tech, space, castle, surreal) you want to make and what you expect to see in such a place. Add variety to the map and try to add something original. A boss in a stunning environment that fits the fight is better then a boss in a cube.

With a qualitative fight I mean it should be a challenge, a 100.000 Hp Slith is still a slith and not challenging in itself, Queens, Warlords and Skaarj make good bosses from my point of view. I also like to have side challenges, so one boss and a couple of normal smaller kritters that attack you. This also enhances teamplay for you have to devide tasks.

Quantitative good fights just have a lot of easy to kill kritters, e.g. four pupae are not a challenge, one hundred coming from different size are.

You'll need some creatures that fire back, e.g. Brutes fire a large amount of rockets that you'll have to dodge so a small number of brutes make quite a challenge. Also hide them a bit, e.g. if you walk past a crate you'll be shot in the back rather then some creature in front of the crate which you can snipe before it sees you. Also try if you can make creatures to attack you from two sides. If you can stand around the corner safely with a ripper killing a 100.000 HP boss it's a design flaw from my point of view.

There's a lot of stuff written about maps on this forum so check these posts for tips, there are also some posts with tutorials or links to tutorials in their.

About the hundreds of beta's: when you release one for testing please call it beta Smile. I think a good map has to be tested until you're bored of it in tweaks so if you're as demanding as me a couple of beta's will be required.
 


+100 Gold  



The map I am about to make is some generic industrial map with areas inside and ouside.
I made with the printscreen button two shots of the map inside the editor, to get a small idea what I am about to make.
I have not placed monsters yet.



Edit #1 : Way too offtopic.
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PostPosted: Thu Dec 01, 2011 8:30 pm
PostPost subject:No icon Re: Mainserver maps requirements.
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How much heath should I bosses give? 50000? Or what would be a good range?
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PostPosted: Thu Dec 01, 2011 9:06 pm
PostPost subject:No icon Re: Mainserver maps requirements.
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FractalFX wrote (View Post):
How much heath should I bosses give? 50000? Or what would be a good range?
 

if the rest of your map is for a big amount of players, i think 50 is fine.
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PostPosted: Thu Dec 01, 2011 10:11 pm
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You will regret the advice, when I add no weapons and you are left with an enforcer. Laughing  <joking>

OK, will do.
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