Whats Your definition/criterias of a Competion Map ?..


(rookie1) #1

Whats Your definition/criterias of a good Competion Map…and What to avoid in them ?


(Kl3ppy) #2

I somehow like Area21 and salvage (promod edition) from ETQW. There was/is a good mixture of long/mid range fights and close combat.

[ul]
[li]Maps need choke points. Not at one teams spawn, but somewhere between objective and spawn. So defending gets easier (but not to easy ofc) and on the attacker side some coordination is needed.
[/li][li]
[/li][li]Maybe 2 or 3 ways to the objective, but its nice to have a point like at salvage in etqw where you can see which way the enemy takes. Winning a map because someone backrapes isnt that funny.
[/li][li]
[/li][li]Trickplant/trickjump possibilities
[/li][li]Some height advantage at the final objective for attackers
[/li][/ul]

If the Defenders have the advantage to control some chokepoints, attackers should have an advantage in covering the last objective from a higher position. In Area 21 and salvage the attackers had balconies to defend explosives. I liked it and so every side has advantages during the stages.


(Kordin) #3
  • Not to many different ways/points that have to be defended and allows the enemys to come from behinde. Like slaG said in another thread, maps need to have choke points. Attackers should win through tactics/coordinated pushes not with backrapes…

  • Maps should be shorter than current DB maps. There should be the possiblity to rush through most maps in around 5 to 10 minutes if u are alot better than the opponent.


(Kendle) #4

An old thread in the ET forums with thoughts about competition maps here :-

http://forums.warchest.com/showthread.php/7378-ET-competition-maps-guidelines

I’m not linking it just because I started it, almost every idea in that thread isn’t mine, but I feel it still applies and would love to see some DB maps that adhere to those principles, although I think the game would need instantly capture-able forward spawns and a wave re-spawn system to really work.


(potty200) #5

My idea in a perfect map would be radar from ET! Love that map but without the grass!!!


(Volcano) #6

only a handful of flanking areas take first phase of goldy it has 3 entrances to the tank, back way, old cp and main. there can’t be so many entrances into the area that you can’t possibly cover them all or too few entrances into an area that it just becomes a meatgrind (sw_battery)
personally i thought password v2 and adlernest were great maps and maps like cathedral and possibly sos_secretweapon were just to large.


(Dthy) #7

[QUOTE=Shifty.;431029]I somehow like Area21 and salvage (promod edition) from ETQW. There was/is a good mixture of long/mid range fights and close combat.

[ul]
[li]Maps need choke points. Not at one teams spawn, but somewhere between objective and spawn. So defending gets easier (but not to easy ofc) and on the attacker side some coordination is needed. [/li][li]Maybe 2 or 3 ways to the objective, but its nice to have a point like at salvage in etqw where you can see which way the enemy takes. Winning a map because someone backrapes isnt that funny.[/li][li]Trickplant/trickjump possibilities[/li][li]Some height advantage at the final objective for attackers[/li][/ul]

If the Defenders have the advantage to control some chokepoints, attackers should have an advantage in covering the last objective from a higher position. In Area 21 and salvage the attackers had balconies to defend explosives. I liked it and so every side has advantages during the stages.[/QUOTE]

I’d also like to add a good mixture of indoor and outdoor play, one of the reasons Island is my favorite map!


(Ashog) #8

[ul]
[li]Simple maps without complicated catacombs, mazes and narrow passages.[/li][li]No sticky stuff on walls or obstructions impeding movement and annoying on high ping.[/li][li]Lots of wide ramps.[/li][li]Brutal head to head choke points.[/li][li]No 360 degrees crossfires like on last obj Waterloo.[/li][li]Carefully tuned up spawntimes and spawntravel distances - spawn waves are a must.[/li][li]Transmit objectives - non-immediate transmit (takes seconds to transmit objective).[/li][li]Hack objectives.[/li][li]No escort objectives.[/li][li]At least two entrances to each objective, additional secondary explodable pathway is a benefit.[/li][/ul]


(BomBaKlaK) #9

The old sauce is the best !
Start outdoor with a finish in an hard last obj indoor fight !


(scre4m.) #10

For ET:QW I think Salvage was the best map as it met many things I like to see on comp. maps:

  • Outdoor fight as well as indoor fight => mid to long range as well as close combat
  • height advantages for defenders. => you see the enemy rather early as defender, which allows you to switch your position if your team spots the enemy elsewhere
  • small side objectives( blast the doors at the last spawn point) => takes some time, but gives a weaker team a fair chance to cap the spawn easier, but you are faster without doing so
    -not too long, not too short. It was almost always possible to set a time on Salvage. No 5 minute rush, but mostly no 20 Min map
  • the final objective is hard ( but you have a big advantage once it is planted)

(Anti) #11

This is good stuff. A lot of the points match up to our current debates here at SD about DB’s map flow and where it’s not quite right at the minute.


(potty200) #12

Are you planning on having a map pack for competition and a map pack for publics? I mean, sure, some of the maps can crossover both. But, I cannot personally see London Bridge becoming apart of competition play.

Cheers


(Kendle) #13

Something that other games do that might be helpful, is maps that change depending on what “mode” they’re being played in. DB maps already do this for TDM, where chunks of the maps playable in objective are cut off for TDM.

In BF3 map’s size according to player numbers, often a map covers more ground, and has more flags, when played with 64 players as opposed to 32 or less. Also, in Rush mode, parts of the map are not accessible to begin with and only become accessible once objectives are completed.

In Urban Terror (another game I’ve played a lot of) there are several game modes, and maps generally have some parts cut off (with walls and fences etc.) for some modes and not others.

What could be done in DB is for a map like LB to play differently for SW as opposed to Obj (on the basis that competition is only going to play SW).

So as with Goldrush ("_te" version) in ET, in SW mode the EV stops on the bridge, blows the doors to the data core building, then a single data core has to be carried to a final location. This gives it an escort element and a doc-run element, as well as reducing the time it would take to complete to a more manageable level. Obviously things like spawn locations would need to be considered, defence would need a real chance to intercept the data core carrier etc., but that’s how I could see the same map playing differently for different modes, as opposed to needing entirely different maps for different modes.


(potty200) #14

Without a doubt I think it would help! I have stated many times before but the amount of attack routes NEED to be limited on certain points of some maps. I remember my first few games where I was so close to saying “Balls to this game!” and I am someone who invested a considerable amount. Think of people who invest a few gigs of bandwidth and no money. Will they stay for long?


(.Chris.) #15

How many stock ET and ET:QW maps were used in competition?


(Rex) #16

QW: All without the MCP stage, except Refinery. I count 7 out of 12.


(Ashog) #17

Come oooon, think green alredi! :stuck_out_tongue:


(Ashog) #18

Refinary was used too.

You mean Canyon probably. I think neither anyone used Outskirts and Quarry.


(Rex) #19

[QUOTE=Ashog;431355]Refinary was used too.

You mean Canyon probably. I think neither anyone used Outskirts and Quarry.[/QUOTE]

Ashog, read what I wrote. :tongue: (“All without the MCP stage, except Refinery.”)


(.Chris.) #20

3 of them were modded to exclude objectives or add in extra spawns. Also Ark was crap and had no place in map pool. :smiley:

Anyway, I knew the answer, the point was not all maps will be used and we shouldn’t worry too much just yet, will have to see how next maps are, threads like this will help them though if we give thoughtful suggestions.