Map Design


(Milky Mac) #1

I have heard from so many people, including myself that SD can honestly not make maps and that will be the pitfall of this game. They favor defense way to hard just like in brink, when I am on defense 9/10 times it’s an easy spawn-camp for 15 minutes which is really boring for me and VERY frustrating for the attackers.

Is that really what you want your newcomers first experience of the game to be?

I suggest either trying something different with your maps instead of basically just copying brink designs, or letting the community create fair balanced maps for comp and casual.


(Humbug) #2

ET maps were great, just remake those and GG


(Szakalot) #3

[quote=“Milky Mac;3655”]I have heard from so many people, including myself that SD can honestly not make maps and that will be the pitfall of this game. They favor defense way to hard just like in brink, when I am on defense 9/10 times it’s an easy spawn-camp for 15 minutes which is really boring for me and VERY frustrating for the attackers.

Is that really what you want your newcomers first experience of the game to be?

I suggest either trying something different with your maps instead of basically just copying brink designs, or letting the community create fair balanced maps for comp and casual.[/quote]

the problem is that most maps are optimized for 5v5, wherein a few lucky kills will eventually overwhelm the defense. In 8v8 with how much spam is in the game, and the chokey design of many maps it becomes very very difficult to take out some objectives. Terminal last obj is a good example of that, you can get multiple plants in, but holding down two waves of counter-attacks, with proxies lemming-defusing makes it very very hard to blow anything up. Esp. with max 1 C4/objective simultaneously.


(einstyle) #4

the data suggests that it’s attack sided though


(Milky Mac) #5

Then why is it 9/10 times when I am on deffesne it’s an instant 15 minute spawn camp?


(Eox) #6

From what I played, the game seems pretty well balanced from both sides. Of course you can’t expect a perfect balance between maps, and some will be more attack friendly while some will be more defense friendly.

A gametype where both teams would be attacker and defender at the same time should be nice to see though, like a control point oriented gamemode (I mainly think about TF2’s King of the Hill and 5CP here) or a CTF gamemode.


(Zenity) #7

Then why is it 9/10 times when I am on deffesne it’s an instant 15 minute spawn camp?[/quote]

Because teams are unbalanced. The same can and does happen the other way around, but then the game is simply over after a few minutes… so we don’t remember or mind it as much.


(smartIsland) #8

#1: partys go defenders because new players are added to attackers first
#2 in pickup games defending is just playing deathmatch most of the time, attacking is about actually knowing where the objectives are and how to do/support them
#3 many of the maps offer immediate advantage to attackers but if they loose momentum breaks down into a spawncamp


(smartIsland) #9

Actually my biggest issue with the maps is some of them seem a little formulaic, aka hold these 2 or 3 cover/flank positions and you win that objective. It kinda feels too specific/forced strategically but it’s not terrible