What makes a great MM map?

Discussion in 'Halo and Forge Discussion' started by Merder Smerf, Apr 17, 2016.

  1. Merder Smerf

    Merder Smerf UCC:Forge

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    So recently I saw a shout box discussion about maps and matchmaking and someone said something like, "great tournament maps are not the same as great matchmaking maps."

    And that got me thinking. Because as far as I know the maps used in competitive halo have always been the same maps from matchmaking.

    So id love to hear what people think are the important qualities for a matchmaking map.
     
    Sn1p3r C and Matt has Soul like this.
  2. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    Look at Smash Bros. The "tournament" stages are almost always flat or simple stages with as few variables as possible. Many other stages introduce more. There are good stages and there are bad, but not all of the good stages are played in tournament settings. Hyrule Temple for example is a good stage that i wouldn't expect to see much in tournaments for obvious reasons.

    A good matchmaking map to me is simply a map that is functioning as it's intended to, with no flaws that hold the design back from reaching its potential. If it's not tournamenet worthy, it simply means it has many variables for that setting.

    It's pretty cut and dry until you start using "tournament worthy" as a measure of [higher] quality and not as an adjacent category.
     
    #2 Goat, Apr 17, 2016
    Last edited: Apr 17, 2016
  3. Merder Smerf

    Merder Smerf UCC:Forge

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    I've only played smash once but I keep herring references to it here
     
  4. Matt has Soul

    Matt has Soul Legendary
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    The person that stated this makes sense to a point, and I think I know what they mean by it. Matchmaking maps generally need to be very easy to learn in the sense of layout, weapon spawns, jump ups, etc. while tournament maps should have specific call out areas, jump ups (that are harder to perform) and could include a few paths or options of movement that you wouldn't necessarily be able to find or figure out the first time you play a map.
     
    Jack Bell likes this.
  5. qrrby

    qrrby Waggly piece of flesh
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    This breaks my heart...
     
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  6. Sethiroth

    Sethiroth Sensei
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    Fun factor vs Balanced Factor. A map that is considered more MM tend to lean towards the fun factor, where as maps for Tournament need to be more balanced and fare

    Example. Midship was used in MLG but not Gemini
    Lockout was used and ivory tower was later taken out

    its about fun factor vs balance factor
     
    BlackDeath10 likes this.
  7. BlackDeath10

    BlackDeath10 Ancient
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    I have been making maps for years catering to the competitive community. Sethiroth is from the MLG forums as well, and I would have to second his statement. A tournament map is much more focused on the balance factor, punishing low skill players and lack of team work. Anyone/team that fits into those two categories is not going to find the map very fun when pitted against a highly skilled team of players. A bad team might describe the map experience as painful even.
     
    #7 BlackDeath10, Apr 17, 2016
    Last edited by a moderator: Apr 17, 2016

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