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What makes often played maps good 
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Joined: Fri Feb 17, 2012 4:02 pm
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Post What makes often played maps good
As there has been popping up some map contributions, and after doing some thinking about this when creating one, I'd like to discuss what makes some maps often played. My thoughts are centered around how the map layout contributes to game play. And what makes a map fun to play over and over.

I think "the best" AOW2 maps, as decided on which gets frequently voted are:
    * AOW02 Barrens
    * AOW09 Infected
    * AOW15 Oasis

These maps are similar in size, around 10000x15000 units from corner to corner. AOW15 being the smallest. It takes around 30 seconds to leap between bases as Gunman.

Quote:
AOW02 Barrens

Map layout
On Barrens you have a single map path, which splits somewhat in the middle. At all times in the round you have a single front where most of the fighting occurs. Map layout creates virtual "fighting check points" at each Tiberium field. If one team possess one of these check points it's hard to break into it.

Refining
There is only one Tiberium field for each team in the main in the path where you can hinder your enemy refining at the same time as containing them in their base. You can build the mini only in one place and it's easy to destroy it, meaning one team does not get overloaded on cash.

Attacking/Defending
Wall around base makes the base fairly easy to infiltrate. If you have successfully entered the base you are pretty safe from the Ob. If given time Util can shut of base but needs to monitor the wall and back base defense. Mech rushes on Ob are seldom successful and you can't target all buildings from distance.

Res, Barr and Ob are most vulnerable for Stealth attacks.


Quote:
AOW09 Infected

Map layout
You have multiple paths crossing each other. Especially in the middle there can be some run around fighting going on all over.

Refining
Refining can easily be hindered if the other team targets it. You can shut of your mini but tiberium field is not in sight from base so mini can be destroyed fairly easy. Meaning one team does not get overloaded on cash.

Attacking/Defending
Multiple entrances to the bases. If you have successfully entered the base you are pretty safe from the Ob. You need to hinder the other team creating strongholds outside your base. You can contain your enemy if you control the 2 points where main corridors meet and hinder them from refining at the same time.

Res, Barr and Ob are most vulnerable for Stealth attacks.


Quote:
AOW15 Oasis

Map layout
There are basically 2 paths between bases which crosses each other. Fighting occurs all over the map.

Refining
Two Tiberium fields. Most initial fighting is centered around these fields. Mini can be walled off but is placed near one of paths to base so it's most often not walled of for long.

Attacking/Defending
Very easy to infiltrate base due to boxes around. You are not safe from the Ob inside the base. Util can wall of for Stealths with sandbags. Especially to back of Res and for Ob protection. You can contain enemy in their base if controlling both base entrances and hinder them from refining at the same time.

Res, Barr and Ob are most vulnerable for Stealth attacks.

Conclusion

So, general points in map layout drawn from these three maps:

    * Map should be around 10000x15000 in size. 30 seconds to run between bases as gunman.
    * Base should be easy to infiltrate, and run around inside as stealth - and Util can hinder this with proper defenses
    * Map should have natural stronghold points. Base area should be containable by the other team and by that hindering refining.
    * Ideal width for bottlenecks or lines of fighting are around 1000-1200 units where Mech passages can be even more narrow.
    * Tiberium field should be placed in attack path so that fights about Tiberium can start early on.
    * Mini should be easily destroyable ( and maybe diminished in cash flow as input to developers ) keeping the stakes even.
    * Res, Barr and Ob should be vulnerable for Stealth attacks.
    * Paths between bases should cross or be almost single (as in AOW02).


Dusk has some good input on Map creation which I would also like to include in this thread:
viewtopic.php?p=8772#p8772


Fri Aug 24, 2012 6:26 pm
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Post Re: What makes often played maps good
If you're pursuing the more popular maps, don't forget to include AOW21, which is also an extremely small (SSGfest) map.

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Sun Sep 02, 2012 12:48 am
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Joined: Tue Nov 23, 2010 2:04 pm
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Post Re: What makes often played maps good
The SSGfest kind of ruins AOW20/21.


Sun Sep 02, 2012 5:46 pm
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: What makes often played maps good
AOW20 maybe, but on 21 there's plenty of open space for midrange weps to dominate on each side of the base

I'd say miniref turret and mine lethality is worse in those maps, 21 less so


Sun Sep 02, 2012 10:34 pm
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