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#1 | |||
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Mapping for different gametypes
This thread follows on a side-conversation from this thread.
Here's what's been said so far: Quote:
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I won't say that there aren't any hits by the mixing of gametypes: there will be maps that play out good or even great on both gametypes, but by far not all of them. BR maps need either passing opportunities or confusing opportunities to work... Passing opportunity maps are those "straight line" maps; BR maps don't suffer from them On the contrary: they allow for better passing to teammates!The CTF equivalents of these maps will be hard to play, because the flag carrier has to cross big parts of open ground. The "straight line" BR maps are therefore don't fit to be transformed into good CTF maps (TBH: I don't like CTF-DE-Elecfields and CTF-Colossus exactly for this reason). Confusion maps like Disclosure and Twintombs (and to a lesser degree Grendelkeep) don't need (much) passing opportunities to work: they provide multiple routes and a good deal of Z-axis, just like good CTF maps do. Therefore, they are more likely to be made into CTF maps. . Unfortunately, not all good CTF maps with Z-axis turn out to be good BR maps. This is the radar's fault: in twintombs and disclosure, knowing in which direction the ball is can mean 2 or even 3 different corridors. This is because those entrances are directly above each other, thus making it harder to predict where the ball will be. In a random CTF map with different routes (let's say Citadel), this radar usually points out to a single possible entrance, so defenders will have it way to easy to predict where the ball is coming.
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My UT2004 guide |
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#2 |
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The radar thing is a good point I guess, I think about it from the reverse perspective - being a CTF player, primarily. Most of the good BR maps would be suitable CTF maps. Of course, that depends on what your idea of a "good BR map" is.
You can have a good CTF match on open maps as long as there is cover of some sort - a hill or some trees. CTF-GrassyKnoll is pretty popular and it's more or less two bases and terrain. I'd imagine with some work you could squeek out a decent CTF map from BR-Bifrost or BR-IceFields. My solution: drop BR.
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#3 |
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I'm dead.
Join Date: Jan. 10th, 2004
Location: Richmond, VA
Posts: 8,769
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My not-prone-to-piss-off-a-portion-of-the-community solution: Duel-mode maps. Have them set as BRCTF-Whatever, then in-game it could just drop whatever gamemode you're not playing so it'd look right in the map list. In UEd, you could have duel-mode mapping, kinda like layers in Photoshop, where you'd have a BR part and a CTF part. That way you could change around the pickups and all and maybe add new meshes and such so the map would play at its best for each gametype.
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#4 |
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That would be complicated for the mapper. :0
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#5 | |
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And like you said: with some work you could squeek out a decent CTF map from BR-Bifrost or BR-IceFields. This implies that things has to be changed. Well...that has to be changed for one gametype (a layer, like T2A puts it). Some parts like jump pads or armor have to get a "onlyVisibleInCTF" tag or something. It can be done, I agree, but personally I think it's better if mappers stick to making their maps with a single gametype in mind. If this works out great, they can still copy it and remake it into a different gametype to see how that works out. If it does, all the better for him/her ![]() Forcing 'double gametypes' per map will only make the design more complex; it won't generate better quality maps for either gametype. EDIT about the BR removing part: I love BR with heart and soul, but I rather have it removed than added as a 'mod' that can be played on CTF maps
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My UT2004 guide Last edited by Taleweaver; 18th Jan 2005 at 01:53 PM. |
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#6 |
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Bump
Sorry, I didn't see this post earler for some reason...
Yeah, I can see your points, especially on passing, and cover. I guess the idea was spawned from the concept of the fact that BR/CTF maps do exist, and since they are possible, it would make some sense to try to consolidate efforts. The possibility though, of it being harder to map for would decrease the amount of custom content later released, as well as diminish certain styles of map, like Serenity, which is just a long stretch of terrain, great for passing, but rough for running, I'm sure. Oh well. I don't wanna see BR die, but having all the maps, and never getting to play them is kinda annoying. If the community is small, so will be the quality custom maps. I just know CTF is abundant. |
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#7 |
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You can try out CTF-most of the BRmaps if you really want. I converted most of them to CTF soon after 2K3 was released and then resaved them again after 2K4 was released. If you want to see how they play (pretty nicely for the most part) then let me know and I'll upload a zip of them, or all seperate if you'd prefer. You'll have to take them with a pinch of salt, being as I did it for my own benefit and therefore didn't bother rebuilding lighting, so some parts are a bit dodgy.
edit: ok, I've uploaded a 'taster' if you will. Clickies for CTF-Bifrost & CTF-Core in a single zip (6.6mb) Core works very well I feel, lots of z-axis indeed
Last edited by Radiosity; 19th Feb 2005 at 08:14 PM. |
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#8 | ||
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__________________
My UT2004 guide |
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#10 |
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Well, it all depends on the maps you have, and of what quality they are. Look at DM maps rght now. We've got tons, but because of map vote, only like a handfull get played. Yeah, some people know them really well, but what it does, is mostly puts us who choose to try to learn all the maps, or play multiple gametypes is puts us at a disadvantage.
Given, if there simply are less maps per type, then you only have those to remember, but that also limits the amount of time you can play a gametype without getting bored of the same 10 maps played all the time. I know, when I see a map repeaton a DM server, that is usually my cue to leave. |
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