Author Topic: What makes a good map?  (Read 766 times)

Offline badhorse

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What makes a good map?
« on: September 01, 2007, 09:20:25 PM »
A year or so ago I fooled around with the terrain editor making maps.  I thought I would give it another try.  But I was wondering just what makes a good map.

The GV'ers want a tank town. Flyers want a place to furball.  But what about the general layout.  I read in the fourms some of the things folks dislike about our current rotation of maps, so I thought I would ask the question here.  What makes a good map?

Any thoughts?

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Offline Latrobe

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What makes a good map?
« Reply #1 on: September 01, 2007, 09:50:16 PM »
Maybe make bases a little closer than what they are now. Take an early war plane and you'll use half the full flyin to a base with the maps we have now.

Also, as I posted in another thread like this one, a 50K wall surrounding TT to keep the bombers out.

Offline Vudak

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What makes a good map?
« Reply #2 on: September 01, 2007, 10:10:41 PM »
I think you're going to need to ask HTC about that one, because what "we" think makes a good map, and what "they" think makes a good map may differ, but in the end, it's up to them.
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Offline sax

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What makes a good map?
« Reply #3 on: September 02, 2007, 12:08:44 AM »
Quote
Originally posted by Latrobe
Maybe make bases a little closer than what they are now. Take an early war plane and you'll use half the full flyin to a base with the maps we have now.
 


Thats about it in a nut shell .
Whe we only had one arena and 600-700 players on the maps
with closer bases kept the fight spread out , all bases being used .

With the maps we have now the fight seems to concentrate
300 players at about 2 or 3 bases .

HT should try afew of the old maps in the rotation again .
I would think the players would appreciate some variety .

Offline Citabria

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What makes a good map?
« Reply #4 on: September 02, 2007, 12:29:39 AM »
ozkansas is a med size map as is festerma. both on large size map  but use smaller area.

both those maps just have deeper territiry though their fronts are narrow.

when I built them 512 maps were mandatory. I asked to build a 256 map but this was not allowed. So when I made the maps I made them on but did not use the full 512 area and confined the fronts to be more narrow.

in a sense they are 384 maps and would be perfect to be the first big maps in rotation as thery are no true big maps.

that and the fact that all that work making those maps is now shot to pieces with them being pulled is rather depressing to me.
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Offline SFCHONDO

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What makes a good map?
« Reply #5 on: September 02, 2007, 01:25:30 AM »
What's depressing Fester is they were 2 of the best maps we ever had.
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Offline WaRLoCkL

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What makes a good map?
« Reply #6 on: September 02, 2007, 01:57:21 AM »
I cant really Agree with the 50k wall there latrobe, Gvers just want a EASY Mode, the fact is they want to keep it kind of realistic, and in real combat tanks were killed by planes. However, maybe they should make a triangle TT that is not capturable? but then again that would defeat the purpose of taking bases. I think what HTC has in mind is ALL OUT WAR.

Seems to me people complain about what gets them killed the most.

I personally think a field with closer bases and more lvl ground is best suited, and then have higher altitude as u get closer to the HQ for bombers and defense purposes. Kind of like the maps we have now.

The truth is if Tankers want to be immune to air warfar, then perhaps they should have their own arena or use the training TT? Seems to me like the ones that complain about TT are are the ones that never activly participate in any kind of war effort and complain the most when a base is lost.

I think maybe they should get ride of one of the MAIN ARENAS, and turn it into a VERY SMALL TT and fighter TOWN with bases being uncapturable.

Offline WaRLoCkL

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What makes a good map?
« Reply #7 on: September 02, 2007, 01:59:32 AM »
On my last post i think that would be a great idea, because the ones that want to win a war will be in one arena, and the rest of the furballers and gvers will be there. And depending on what mood u are in that day is what u can do. It probly would be pretty evenly devidid numbers between the arenas as well.

Offline Vudak

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What makes a good map?
« Reply #8 on: September 02, 2007, 03:09:33 AM »
I always figured that gv guys just felt like having some fun of their own, trying to enjoy the ground warfare aspect?

Nah, they must be whiners looking for an easy time...  Says the guy dropping bombs on people that are preoccupied...
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Offline WaRLoCkL

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What makes a good map?
« Reply #9 on: September 02, 2007, 04:51:49 AM »
No never said they all complane, just the suddle few, the rest probly enjoy the total aspect of the war. and probly enjoy getting the kills of the planes that try to bomb them. what im trying to say is, stop complaining about something that is PART of the game, and making it work for U. I guess next we should give the bombers 6 drones instead of 2 so they will stop complaing about getting killed?  Just like real war if u sit in the same place to long u will get killed in a tank, if u have one group of bombers attack u and survive its probly time to move. But most people just expect to sit in there little camping spot and get kills at their hearts content. I fight in TT in gvs and i have fun doing it, never complained about getting blown to bits. I have also been in bombers.

Fact is no matter how they change the game to suit your needs, someone is going to find a way to kill u.

Offline rogerdee

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What makes a good map?
« Reply #10 on: September 02, 2007, 05:59:22 AM »
HTC has stated

No fighter town
 Tank town is ok but no silly high mountains around it
no base to be higher then i think 6 k

No airfield should be less then 20-25 miles from another field unless it is a vbase or a port.

And all maps have to be even same amount of bases each same distances to travel not one side all grouped close and another spread out.The fight has to be even along all fronts.

thats why we dont have the mindy map although it would make a lovely change from the 3 maps i keep seeing every time i am on.

Nhawks last map is good and different but the horde just gang when the numbers are low and we get a old map back instead.

There are a few new maps being made and being sent in but getting them passed and into rotation is a long job.

What would be good if htc could change the selection in the late arenas where most people still go .
If they did it sothe maps were different for the two would be good.

EG blue arena  Fanny map,pizza map,mindy map,

orange TT map beata map the new nhawk map

then they could swap them over for different tours just not get the same map in both late arenas.

I mean lets face the truth Early arena doesn't hardly get used amd mid is only used really when a late arena is locked or crashed
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Offline NHawk

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What makes a good map?
« Reply #11 on: September 02, 2007, 07:46:05 AM »
Quote
Originally posted by Citabria
ozkansas is a med size map as is festerma. both on large size map  but use smaller area.

both those maps just have deeper territiry though their fronts are narrow.

when I built them 512 maps were mandatory. I asked to build a 256 map but this was not allowed. So when I made the maps I made them on but did not use the full 512 area and confined the fronts to be more narrow.

in a sense they are 384 maps and would be perfect to be the first big maps in rotation as thery are no true big maps.

that and the fact that all that work making those maps is now shot to pieces with them being pulled is rather depressing to me.
I liked both of those maps. Especially OzKansas...it was a bomber hunter's dream map. :)

I THINK (in other words I'm not sure) the current problem with them is the number of bases they have.

I had the same depressed feeling when Compello was pulled a few weeks after release. :(
« Last Edit: September 02, 2007, 07:49:07 AM by NHawk »
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Offline NHawk

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What makes a good map?
« Reply #12 on: September 02, 2007, 08:01:14 AM »
Quote
Originally posted by Latrobe
Maybe make bases a little closer than what they are now. Take an early war plane and you'll use half the full flyin to a base with the maps we have now.....
Something few people realize is that when you make a map you CAN target a specific arena. And that there are minor differences in the terrain guidelines if you do that.

The EW arena can have maps made specifically for it's own use.

I don't think LW terrains should be designed to fit the EW plane set. If you take an EW plane up in the LW arena, you will deal with all of the headaches associated with that choice. That's why the arenas were split, to even the playing field for the different eras of the war.
« Last Edit: September 02, 2007, 08:07:58 AM by NHawk »
Most of the people you meet in life are like slinkies. Pretty much useless, but still bring a smile to your face when you push them down the stairs.
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Offline eskimo2

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What makes a good map?
« Reply #13 on: September 02, 2007, 08:18:10 AM »
I haz to hav Umarica on it but i cant find it cuz i dont hav a map.

Offline CAFghost

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What makes a good map?
« Reply #14 on: September 02, 2007, 08:34:04 AM »
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