Loving the game-play trailer, looks really promising, but rather than drop this in another thread and it gets lost I think this is a topic that warrants discussion on it’s own.
IMHO the one major thing Brink got wrong was map design. The maps were too easy to defend, and on pubs with limited team-play some of the them ended up being one team spawn camping the other. The extreme example was Container City where often the attacking team failed to get out of 1st spawn and the rest of the map went un-played as a result. But all the maps were pretty bad, and with no facility for the community to create their own (the main thing that saved ET) Brink was doomed from the start.
Please don’t make that mistake this time.
A long time ago this thread :-
http://forums.warchest.com/showthread.php/7378-ET-competition-maps-guidelines
was created to discuss map design in ET. It was specifically aimed at competition maps, but IMHO competition maps make good pub maps as well anyway, whereas good pub only maps rarely make good competition maps.
In particular I ask you to pay special attention to the “spawn rule” :-
If the time taken for Defenders to get to the objective from spawn PLUS the difference in spawn cycle is LESS than the time taken for Attackers to get to the objective from their spawn, then it’s a DEFENSIVE map. If it’s MORE then it’s OFFENSIVE.
i.e. If a player from each team both die near the objective, which one is more likely to get back there first?
Here’s a couple of examples to clarify:-
Radar - Axis spawn is 10 seconds slower than Allied. However, it takes almost 10 seconds to get to East Radar from Axis spawn and only about 15 from the command post. Difference in travel time (5s) is less than difference in spawn cycle (10s) - Offensive map.
FuelDump - Axis spawn again 10 seconds slower than Allied but it takes Axis about 10 seconds to get to the FuelDepot whereas it takes Allies about 30. Difference in travel time (20s) is greater than difference in spawn cycle (10s) - Defensive map.
Remember, Competition requires Offensive maps, which is why Radar is played in Clan Wars and FuelDump isn’t.
Unless you intend to provide an SDK to allow custom maps to be made from day one, I implore you to consider this very carefully. The game might not absolutely NEED competition maps from day one, but it would be an enormous benefit, and I don’t think just for whatever competitive scene develops for this game. Attack friendly maps are good for everyone IMO, they move the objective on, give the teams a sense of achievement and ensure all of a map gets played. I really really hope you give this some serious thought during game development.



