Hello,
Hey guys, I am a competitive ET player, heh, perhaps I fit reyalp’s prima donna description : )
Anyway, I couldnt code jack : ) so I cant really discuss with you any issues of map making and what technically goes into it. But perhaps I could give you some insight into what at least one competitive ET player thinks in terms of maps. Keep in mind I am a simplistic prima donna, so most of this is gonna be obvious : )
1)Maps to be workable in competitive should have a couple qualities
-stages where the offense can after a 3-7 spawn waves will overcome the defense
-there should be chokepoints where defenses can be set up, ie, one wave if it gets lucky shouldnt be able to crush a defense oftentimes.
-Maps should NOT have defensive stages which are basically lockdowns (goldrush suffers from a bit of this at last stage)
Basically, the map should have a nice flow to it, and is offensively biased a bit so things keep moving.
- Figuring out what maps, at top levels of play like a top 5 clan vs a top five clan, truly have those qualties takes lots of work and time.
-first members of the clan have to play the map, get a feel for it just in terms of learning layout so they can PUB it at a high level.
-then technical aspects of play (AS, art strike spots-ie places where u can hide the smoke and reproducibly get big kills, panzer spots, riflenade spots, crossfire spots, possible fix mg, mortar spots, etc. etc.)
-then develope strats for the map, ie try to make a defensive LOCKDOWN of the map, figure out how many stages defense will have, how to flex, when to fallback etc etc. Somewhat time consuming stuff.
3)players are a bit LAZY perhaps, or maybe just dont like to waste time, depending one how one looks at it.
-if I encounter a map like cathedral or venice, thats not very easy to rapidly learn just PUBBING it, well I am discinclined to take the time to see if its really going to be any good at top levels of play if I dont rapidly ENJOY pubbing it. Those maps that take a lot of WORK just to pub at a decent level, they arent gonna make it readily. If I have to study something I am less likely to enjoy it, the more complicated, the more work for us prima donnas.
4)Qualites that make new maps likely to be accepted (supply depot, deliver are Prime examples here)
-They are easy to understand
-they are fun to pub
-they are “easy” to strat for, ie anyone could come up with a strat for supply depot, whereas in some of these maps, hmmmm, where to start?
Unlike venice and cathedral, when I played supply depot, I got it right off the bat, its not complicated, ditto delivery. Both are fun, have great flow, and are "cap"able maps. Supply depot is a done deal, its a competive map end of story. I eagerly await deliveries trial in competition, but I just think its going to continue to be successful. I can basically “see” the whole delivery map already in my mind, ditto supply depot. Can I see all of venice, hmm, not quite yet, and I have played it in like 2-3 matches already… can I see all of cathedral, nope…
- Problems with modifying of a map, ie Goldrush
-Goldrush is largely well liked as is.
-Goldrush is a very KNOWN map, I have played tons of matches on goldrush, and I know tons of tricks, I know the ebb and flow of it better than any other map, goldrush I have perhaps 15-20 artillery airstrikes I can do and achieve 4 kills against beta teams for sure, and perhaps the bottom half of alpha teams on a pretty regular basis, and sometimes on the top alpha teams as well, although, its harder to do, as they know the ebbs and flows as well.
-Hmmmm
-Goldrush to me is kinda like chess, at one point there was a problem in chess, which they resolved by adding the ability to castle to the game. that was it. Now say instead they had made the change that a queen could hop over a pawn once right at the start… Whoa. Ok, basically take ALL the opening moves of Chess, all the books of them, and CHUCK them out the window. they are history. they are all basically going to be worthless most likely, and even if not, they are ALL going to have to be reexamined closely… Are expert chess players, who have spent years learning that stuff, gonna want to chuck it all away? Nope. Niether do I want to have huge changes to goldrush. Now would a beginner chess player really care about the queen jump pawn rule, probably not, what the heck, the game is STILL fun for him, perhaps even more fun, he has lost nothing…
Where you guys see something like, ah I will move this spawn, move this wall, make a new path, hey cool, no big deal, just run down and shoot like I normally do. Whereas what I see is the dissapearance of 6 of my AS ART tricks, a couple nade tricks gone, ambush points gone, corner camps gone, and area specific smg battle tricks gone. A whole TON of nuances that are gone. What makes the map entertaining, is not just fighting it, its the move counter move stuff that has been developed amongst the top clans on these maps.
To sum imo
-for new maps if you want higher chance of “success”/adaption of map by competitive community keep it easily understandable (aka goldrush, delivery), keep it offensively biased, but defensively holdable for 3-7 spawn waves each stage.
-to mod a well liked map, hmmmm keep it pretty much as is.
Now for pub maps, none of the above applies of course. And you can make a complicated map, it MAY be a great map, and it may, if you could get people to try it, actually become one of the greatest, best liked ET maps of all time, but people are likely not to put effort into learning how great it is unfortunately.
H3rf