Agreed about Marko’s maps - I was pointing out to my girlfriend the difference between say, his corridors (simple tunnel, single texture, 90 degree corners etc) and my own efforts. Obviously she wasn’t really interested, but I was
Full marks to Marko for getting his maps out so quickly, but then again I wonder how many maps I’d get out if I was so scathing of any form of detail at all?
It was precisely maps like his (he wasn’t the only guilty party by any means - sadly he’s the most high profile simply because he was the first) that for me sounded the death knell of RTCW maps - out first, overplayed, gave bad impression, put people off custom maps.
Actually, my current pet hate, and it’s been around since I first saw RTCW custom maps, is terrain. Would people NOT simply have max height for bits you can’t reach, and min height for bits you can? Take a look at Return to Carnage Canyon - got to be the crappest terrain I’ve ever seen (and that’s saying something!).
So please people - if your map looks a bit crap, shelve it and start again - your next map will (hopefully) be a lot better.
It’s not so much detail, as at least a passing reference to ‘reality’ for what it’s worth. If I’m in a destroyed building, I want it to look like I am, not that I’m surrounded by a perfect box with simple textures.
The problem with ‘big’ is it usually means ‘empty’, and if it doesn’t, it means it’ll run dog-slow, which is not very helpful to anyone.
So keep maps fast, and looking like they actually depict what they are supposed to show. Layoutr, gameplay-wise, is something you can only get from experience or being lucky - even SD didn’t get it right on a lot of their maps (railgun anyone?).
Oh and another point, make map lengths appropriate. As two extreme examples I always point out goldrush (escort / repair tank, destroy 2 tank barriers, blow doors, capture 2 objectives, escort / repair truck, destroy 2 truck barriers) versus radar (capture 2 objectives) which have similar time limits. A bit silly really. For a small map, have a correspondingly low map time. My church one has 12 minutes which seems really short as an ET map, but compared to RTCW it’s more than reasonable. Also, better to have a short and sweet map than one that drags on and on, particularly if it’s repeated in a map rotation (reminds me of a GOTY map rotation - each map 4 times - the server would empty when it came to Tram cos no-one wanted to play the same map for one and a half hours when the rest of the entire rotation often wouldn’t take as long).