For the tournament I think it would be cool if you guys played the maps in order of placement of the contest (assuming there are enough viable candidates). Example: there are 16 matches total, 16 maps from the contest are played. A kind of consolation prize for the runner ups --- Double Post Merged, Aug 16, 2017 --- If you can forge 10 maps in 6 weeks you kinda deserve the extra attention --- Double Post Merged, Aug 16, 2017 --- Triple post Sorry. What do you guys think about using the like system to vote for ideas here? It'd be a lot easier for me to update the op, and if matters of split opinions arise we can move to clean statistics
I dunno, can we? I feel like I need to say this again, just to be extra clear. The judges are your Commanders in Chief in these decisions. My superdy duperdy staff label doesn't mean Jack squat; I am but a drop in a sea of voices right now.
I don't think there should be any cap on submissions or how many can win. If someone actually makes multiple maps that deserve to win... well then they deserve to win! It's extremely unlikely, though.
I think people should be able to submit as many maps as they want, provided they're built within the designated time frame. Also, frame rate shouldn't be part of the point system. A map should either pass or fail on frame rate. If it fails then it's out of the contest.
I'll take a back seat while you guys hash out the details, i only have one major concern atm... It's entirely possible that a map during the first wave can be disqualified after (potentialy) only 2 games? 2?! Does this not raise any red flags? I think different maps will need varying degrees of tlc. I mean, if it's broken, we should be able to tell after just one game. If it's playable, but skeptical, lets give it those few extra games...
I challenge this point because it also depends on the hardware. If a player builds a frame-free map on an Xbox One S and the judge experiences frame drops on an Original Xbox that seems unfair to the forger. In my opinion a Pass/Fail would be unfair.
Can we get a broad consensus on what makes a good 1v1 map. I kinda feel like on average 1 player will beat the other and then pick up the power weapon and then the other player is screwed. I'm used to balancing this problem with teammates being able to help a team over come this. --- Double Post Merged, Aug 16, 2017 --- But I was gonna use frame drops to help balance out the power positions on my map. You may be at a good position but gosh darn are you gonna have a hard time hitting me due to frame drops.
Here's an idea: instant respawns. Also, about what makes a good 1v1 map, defeated players should have multiple ways of countering the main power positions from respawn locations. Separate weapons from their stronger areas and have low ammo counts with quick respawn times(90sec 0mag snipe for example) to make movement essential. Stagnation is what kills 1v1s. At least that's what I've learned from my 3 hours of 1v1ing kids today lol
When you say "Fix their maps" What do you mean? I also agree that framerate should be judge in later rounds, This lets good designs rise at the beginning then polished maps will win. --- Double Post Merged, Aug 16, 2017 --- I also agree that their shouldn't be a cap, good maps are good maps.
Yeah, I agree that design should be considered over performance initially. This is a design contest after all. If someone understands the fundamentals of 1v1 design and has creativity, I'm sure that individual could make at least 3 good maps simultaneously, especially if they have the time. This is a good way to help little highschoolers save up for college I have some suggestions to make regarding the game settings itself: -instant respawns -max carry of 4 of each grenade
Instant respawn is so backwards. One of the biggest parts of 1v1's is controlling your enemies spawn, meaning after you defeat him, If your fast enough you can make him spawn where you want him.
fair enough still like the 4 grenade idea, but I'm sure someone would shoot it down with reasoning that I somehow missed lol --- Double Post Merged, Aug 16, 2017 --- maybe having so many grenades lets people camp too much? I change my mind. default grenade cache
Please drop your opinions in the thread (Discussion) What makes a great 1v1 map? I like this. Framerate drops = Disqualification If im not mistaken hardware is irrelevent and performance is consistent across all platforms. Correct me if im wrong.
Test it on an xb1 then. I would have to forge on PC (not sure if I am entering yet), and I would be judged (rightly) by how it performs on xb1... No one should ever, ever, inside or outside this competition, tailor their maps for xb1x unless that is the sole audience they are going for. I think it's safe to say most people will not be buying one, so..
not sure about this, but that would be if the owner of the xb1x ups their resolution to 4k. if not, then the performance advantage would be huge. the number of pieces they could display in a given area should theoretically be much higher.
Xbox One S has a slight performance boost in comparison to Original Xbox One. @D4rkDeath and I noticed this when we were co-forging but were using different consoles. The performance difference is minimal but if there is a Pass/Fail system its worth mentioning.