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What is a good map?
Posted: Tue Jul 10, 2007 9:24 pm
by Luddi
Hi!
I wonder what are the things that make a map good. I know there are things like good architecture, textures and FPS, but I what I want is a bit more in-depth description of those things, and also for different types of maps (SP, DM, etc.).
Any response is appreciated.

Posted: Tue Jul 10, 2007 11:23 pm
by PKM
map set up...
algiers/stalingrad are great maps because movement is constant but no real chokepoints .
crossroads and destroyed village are great maps because they force well thought movements .
remegan is a POS because of it's basic figure 8 set up with all movement driven to the middle house .
the snow map is a pure POS .
game type
Posted: Wed Jul 11, 2007 4:10 am
by tltrude
SP = Singleplayer - one person playing with and against computer generated people (AI).
DM = Death Match - multiple players fighting each other for kills -- multiplayer spawn points.
TDM = Team Death Match - multiple players fighting each other on two teams until one team is dead or time runs out.
OBJ = Objective - multiple players fighting each other on two teams, but the teams have something to blow up or capture in a set amount of time.
Posted: Wed Jul 11, 2007 5:40 pm
by Luddi
Thanks for the info.
Well, I know what each type of map means, but I want to know a bit more about the things you need to make different map types (example: is there something you need to have in your map if it's SP, which you don't need in DM?) Because I assume there are different things needed in different types of maps.
Posted: Wed Jul 11, 2007 7:12 pm
by PKM
good easy thing about SP maps is they are basically linear . this is because they usually follow a storyline, have certain goals to be met before the player can proceed . doesn't mean all SP maps have to be one continuous ''line'' going from point A to B but that SP maps lend better to this type of map developement .
mp maps are usually a group of ''circles'' meaning there are usually at least two avenues to access any given point . this allows for fluid game control . every mp map that i know of goes by this standard . linear use in mp maps is usually a bad idea, which is why most SP default maps make for horrible mp maps .
Posted: Wed Jul 11, 2007 8:23 pm
by Condor
I think, there is also a technical criterion, if there is no truck driving by, no bridge exploding, no driving train or a plane flying over the scenery etc. the map is boring and you might only play it to get tired if you can't sleep

Posted: Thu Jul 12, 2007 12:36 pm
by k47a
I wouldn?t agree to that. I don?t like fuss of that kind, imo in mp maps you don?t even pay attention to planes flying by etc (at least i don?t).
A good mp map? I?d say it has to be fair for both teams, circle-kind, like PKM said, so you won?t get stuck in deadends etc but gameplay is fluid and fast. I like nice and coherent architecture and texturing and appreciate not getting stuck (e.g. on stuff sticking out etc) and some cover here and there...
Posted: Thu Jul 12, 2007 2:43 pm
by Luddi
Thanks a lot for the response.
I now have a good deal of things I can think about when I shall make maps.
Thanks again!
Posted: Thu Jul 12, 2007 3:30 pm
by Condor
k47a wrote:I wouldn?t agree to that. I don?t like fuss of that kind, imo in mp maps you don?t even pay attention to planes flying by etc (at least i don?t).
A good mp map? I?d say it has to be fair for both teams, circle-kind, like PKM said, so you won?t get stuck in deadends etc but gameplay is fluid and fast. I like nice and coherent architecture and texturing and appreciate not getting stuck (e.g. on stuff sticking out etc) and some cover here and there...
What I mean is simply a part of atmosphere, if you are playing on an airport, an airplane flying over the scene just uses 1 or 2 entities and you rather might think beeing on an airport, not just moving between colored boxes. Of course not every map needs that stuff, but if you sh*t on those things, you also could delete all the textures and models and replace them with bounding boxes.
Posted: Tue Jul 17, 2007 7:18 am
by k47a
sicher.