Shaped by gamers: maps


(rookie1) #1

what if a contest or something was made to bring more ppl to do original blockout maps:
That from the entries SD could choose some for map packs (12, 24, 36 ,players types maps )
That could define even more the “Shaped by gamers”
and instead of waiting After game release for fan made maps …why not make them participate Now in the game maps production


(SockDog) #2

It’s a good idea. However will still don’t have the ability to make maps and I’m not sure how much help “map ideas” are to the team when I’d imagine they also have 10 other ideas of their own for each map they’re currently working on.

If I could fantasise for a moment I’d say that I would have liked Echo data to have had some influence over the maps, procedurally altering some aspects both over a longer period and also dynamically during the match. Likewise, and I forget which game this was, TB did a WTFI on it, being able to chop and slice different map segments together would perhaps have allowed people to vote on objective structures. Obviously these things are too late in the game now but IMO they are things that would have made the game unique rather than another ET type game.

Sorry. That turned into a big 2nd post hijack. Yes, some community maps would indeed live up to the Shaped by Gamers tagline. :slight_smile:


(rookie1) #3

Doesnt have to be a fully made map with all in it but just a blue print type with UDK eg. like iwound and prophett made.
I dont doubt SD staff ,they are pro levelrs and probably have very good stuff in progress right now ,but why not having gamers more implication in it its a waste a ressources(and extra imagination) not using it ,and fans dev will love to get directly implicated in the shaping of the game…imo


(stealth6) #4

What’s the difference between your idea and what they are doing now? I think the people who are motivated are already trying out the UDK as you said.


(SockDog) #5

I guess my point is that it’s not a lack of ideas but resources that are an issue. While I’d like to think people’s work here contributes in some way to shaping SD’s ideas unless there is a way to let the community do the brunt of the work you’re always going to bump up against the issue that working on a community map means not working on an SD one. Look at the time and effort Valve had to put in to make one community map in L4D2.

Not disagreeing that this would be excellent, just that SD always seems to be “we’re a small team” in reply to such suggestions. Again, perhaps when the game is released and it’s earning lots of revenue they’d be happy employing several more people devoted to such a project.


(rookie1) #6

More people doing it =more blockouts= more choices
Possibility to make from it several map pack for different type of max players server
Mass player implications


(rookie1) #7

[QUOTE=SockDog;453027]I guess my point is that it’s not a lack of ideas but resources that are an issue. While I’d like to think people’s work here contributes in some way to shaping SD’s ideas unless there is a way to let the community do the brunt of the work you’re always going to bump up against the issue that working on a community map means not working on an SD one. Look at the time and effort Valve had to put in to make one community map in L4D2.

Not disagreeing that this would be excellent, just that SD always seems to be “we’re a small team” in reply to such suggestions. Again, perhaps when the game is released and it’s earning lots of revenue they’d be happy employing several more people devoted to such a project.[/QUOTE]
I was seing it also as a time gaining …but if its not …than …your right might not be usefull at this point for SD


(SockDog) #8

New ideas and solutions to existing map problems I expect is always helpful, especially because it’s coming from a distance and not locked into an existing mindset. I said way back at the start of the Alpha that it would be good to have tools out there before the release so people could contribute early, I still think this is something they’d be better off doing and would mean your idea is a lot more feasible.


(INF3RN0) #9

Blocking out a map seems very easy so far. I’ve just started mine about 10minutes ago and already have half of the first obj done. The tough stuff comes if you plan on making static meshes maybe. Either way a blockout is such a small percent of the mapping process lol.