chrstphrbrnnn's Guide to Power Weapons: Okay, so power weapons, for some, the best part of the map building experience, and for others, a headache. Power weapons have a huge impact on how your map plays. No they aren't everything, and it isn't completely cut and dry as things change based on how your map is built, whether it is symmetrical or asymmetrical, just basically, every map is unique. Theres no magic number of power weapons, you can't have too many or too few. There are no "exacts", everything is based on how your map plays with the weapons placed, so rigorous testing is still needed. Here are a few guidelines you can follow though: [First, Lets list the 'Typical' Power Weapons:] Rocket Launcher - THE Power Weapon Energy Sword - The Close Combat Weapon Spartan Laser - Vehicle Killer Shotgun - Secondary Close Combat Weapon Gravity Hammer - The 'Fad' Close Combat Weapon Sniper Rifle - Skilled 1 Shot Kill Beam Rifle - Secondary Sniper Fuel Rod Gun - Mix it up (Specialty Weapons) - Support (Not necessarily PW's) Machine Gun Turret - Neutralizer (Shifts Balance) Plasma Cannon - Shield Killer Missile Pod - Vehicle Neutralizer (fun R-launcher as well) Flamethrower - Candy (These weapons are more 'support', and help to neutralize power weapon and vehicle control, they act the same as power ups and equipment) As you can see, there are quite a few Power Weapons to chose from. There is no magic number of how many you should put on a map. There are a few governing factors that can help determine the number. These factors include map size, clip size, map symmetry, among others. [Map Size:] This is pretty simple, small map=less weapons, big map=room for more. You may have noticed that a larger map does not net more weapons automatically. Typically, you should also limit the number of weapons on a map that is designed for doubles. Obviously, you don't want everyone running around with two power weapons each. Thats pretty simple. Larger maps are slightly more complicated. Certain maps such as the Pit, allow for a larger amount of power weapons (2xsniper, 2xshotty, 1xsword, 1xR-Launcher=6 Power weapons), while construct has only a few (1xsniper, 1xlaser, 1x sword. = 3 PW). Notice flamethrower and missile pod are not included? This is because the design purpose of the missile pod isn't available and the position of the flamethrower doesn't allow for it to be overly useful. To sum it all up: Small Maps: Less Weapons. Larger Maps: Account for other factors before deciding. [Map Symmetry (Balance):] Map symmetry is a defining factor in both the amount of Power Weapons, as well as the placement of them. As we all know, symmetry exists of: Symmetrical and Asymmetrical. With symmetrical maps, weapons are either balanced, or placed in a position where both teams have equal opportunity to reach the weapon in the same amount of time. Again I will use the example of the Pit. This symmetrical map has balanced shotguns and balanced Sniper Rifles. The Rocket Launcher is placed in a central hallway equally distanced from both team start points. The same is to be said with the sword, equally distanced from both teams start points. The Sword and the Rocket launcher are also on opposite ends of the map for further balance. A symmetrical map can house a larger amount of power weapons, as you are able to balance both sides without over crowding the map. Asymmetrical maps use the same principle, but one has to be more careful in the placement of weapons. When planning weapons on an asymmetrical map, first look at distance from initial spawn points to a power weapon. Both initial spawns (start points) should have a power weapon within even distance, thus create a fair and balanced play field right away. As for the remainder of the weapons placed on the map, they should be spaced out as not to create an area where one player can control multiple weapons without any means to be neutralized. An example of an asymmetrical balanced map is Guardian. One team spawns by the shotgun, while the other spawns by the Sniper Rifle. Both are equal distance from the Gravity Hammer. (This is relative, as everyone knows Sniper side is the better side ) Both sides have power ups and other weapons to attempt to remove one team from control over a certain area. When looking at Asymmetrical objective based maps, weapons and vehicles should be placed in positions that suit their purpose. For example, a shotgun or laser can be placed on defense to protect the flag or destroy vehicles. On the offensive, rockets or a Sniper Rifle allows for the object point to be cleared from a distance. [Shift of Control - Countering Control through Balance] Balance is the main point of this section above. As previously discussed, balance can be achieved through even distance to a single weapon, or mirrored weapons. Balance can also be achieved through balanced weapons with similar or opposite purposes in the appropriate spaces. This section is deals with how balance allows for an easier shift in control. Now this is kind of hard to explain, but basically as long as the other team has a weapon that can be used to counter the control of a certain team or weapon, this shift can occur. For example, placing a sniper rifle on a hill where the area surrounding the hill is very open will not be successfully countered by a shotgun. This could instead be countered by a rocket launcher or a laser. However, if the sniper rifle was placed in a tower, with lots of tunnels and cover to approach through, the shotgun would be a perfect counter. Grenades and power ups or equipment can also be used to effectively counter power weapon control. [Clip Size and Respawn Times] Changing the size of the clip and the length of time it takes a weapon to return can drastically change it's overall effectiveness. For instance, a 180 second/0 extra clip rocket launcher loses a great amount of effectiveness to the point where it becomes almost no longer a power weapon. The same can be done for all power weapons with a clip. Generally, power weapons should have longer respawn times as areas they are placed in become high traffic due to their presence. There isn't too much to be said in this section, just keep in mind that the lower the clip size and the higher the respawn time, the lower the overall "power" is. As well, setting a weapon to not spawn at the start will remove the "rush" at round start and allow you to somewhat break away from balance. [Overall:] Take into account how large your map is. If it is small, than try to limit the total number of power weapons. If it is larger, look into symmetry. If you have a symmetrical map, weapons should be balanced with either the same weapon for each team, or weapons placed equal distances from each team. Lengthen the respawn times of weapons which are highly fought over and influential. Lower clip sizes of weapons you want to be less influential. [Converting weapon's 'Power' State] This section take account of things that have already been said. It will play an important role in the final chart. The few factors that lower or raise the overall "power" status are: Balance, clip size, respawn times and access. This is a basic summery of how each section applies to the level of power a weapon holds. Balance - If two of the same weapon weapon are on opposite sides, the weapon loses some of its "power" weapon status (decreased weighting). Asymmetrical non-balanced weapons have an increased weighting (not weapons even spaced between two teams, but a weapon which is much closer to one side.) If there are balanced weapons on a map, their weighting is decreased but they are both counted in the power chart. Even distanced single weapons from initial points have a changed weighting of 0. Clip Size - If a weapon is below the standard clip size, the weight of the weapon is decreased. If the clip size is above the standard, the weight is increased. Standard clip size = 0 weighting change. Respawn Times - If the weapon returns quickly in a small map, the weight is increased. If the weapon returns slower in a larger map, the weight is decreased. Longer in small maps and shorter in large maps have original weighting, but not past the averages (120-150s). Access - If the weapon is placed in a dangerous and trying area, the weight is decreased. If the weapon is placed in a well protected and secluded area, the weight is increased. Balanced pairs aren't usually affected by access. The values below are based on the description above. Plus (+) relates to the raising of PW weights and minus (-) relates to the lowering of PW weighting. Balance - +1/-1 Clip Size - +2/-2 Respawn times +2/-0.5 Access +1/-1 [The Power Chart] This chart is a personal opinion and descriptor of how many power weapons your map can hold and still play out successfully. This may be considered as a magic number, but yet this can and will be debated and a map should be built based on feel rather than statistics. This is just a general idea to keep in mind. Below is a list of the power weapons (excluded are support weapons). Included is the typical clip size as well as the numerical value I give each weapon for it's "level of power". The number will be effect and changed based on the above section, converting power weapons.. Rocket Launcher (4 shots, 1 extra clip) - 5 Energy Sword (standard clip, 10 uses) - 4 Spartan Laser (standard clip, 5 uses) - 2 (vehicular maps:4) Shotgun ( 12 shots, 1 extra clip) - 2.5 (small maps:3) Energy Hammer (standard clip) - 2 Sniper Rifle (12 shots, 2 extra clips) - 3.5 Beam Rifle (standard clip, 10 uses) - 3 Fuel Rod Gun (Statistics N/A) - 1.5 Respawn times are not given, as this stat is too variated. Generally, times range between 120s and 180s. Exceptions do apply. So how this chart works is, you gather all of the factors discussed above and you take the changes in weighting and apply them to the already existing numerical value given to each weapon. You than add up all of the new weapon values, and look for a number somewhere in the low to mid teens (12-16), or you can use this to find out the weight one weapon would carry. Example: Foundry Rocket Launcher 5+2 (respawn time) 7 Sniper Rifle 3.5 -1 (balanced) 2.5 Sniper Rifle 3.5 -1 (balanced) 2.5 Shotgun (small map) 3-1 (access) 2 7+2.5+2.5+2=14, which is in the general range. =============================================================== That pretty much raps everything up. As I said earlier, there isn't any "exacts". You can do whatever you feel works and if it plays well and you have fun, than go for it. Much of what I said is from experience of play and build. Many may disagree and others may agree. Nothing I said is law, it is just some ideas to base your weapon placement on. I've seen plenty of awesome maps ruined by overstocked power weapons and bad placement. As you probably noticed, there isn't anything about general weapons. Basically, it's just too hard to write anything on non "power" weapons. That all completely depends on the map. If you need any further clarification or suggestions, feel free to ask. And if any of you are wondering, I have some good maps..I just haven't posted them mainly because im lazy. If you wanna play sometime give a shout.
+Rep'd. I was thinking of writing a guide like this, but thankfully I was too lazy and yours popped up. Excellent job!
Sweet guide. Only a dedicated person would be able to type that. You have posting skills. lol P.S. Its called gravity hammer.
Holy cow that is long! Definitely useful though, that power chart is pretty sweet I'll have to remember that... Although you may want to mention something about MLG and competitive styled maps and how they generally come with fewer power weapons than usual (Guardian and the Foundry variants for example)
I'm not much of an expert on MLG styled maps..so I wouldn't really want to do anything on them and give someone the wrong idea. You do have a good point though, MLG would vary yes, but I think I will leave the guide to someone else Thank you for the imput.
GREAT guide man... i love the power chart. definitely will keep some of this stuff in mind making my next map, good to read another guide on weapons other than my own too. that way i get more opinions and techniques and info and such.
Thankyou very much good sir. It's good to know that there isn't a competition between people over the "better" guide. It's nice to have a compilation of different opinions and viewpoints to get an overall opinion for the reader.
good read, I mean I took like 15 minutes, but that's only because I'm a slow reader, I'll definitely save this thread, and can i play with you.
Ahah why thank you, and yeah sure if I'm around I'll throw down a custom game with you. Sorry that it was so long but haha I had a lot to say.
=O =O =O mah mah mah eyezors they have seen it they haz seen teh GUIDE!!!! I'll bet someone can't hold their breathe while reading this entire guide. Nao forgers run...run and forge your forgerys because you nao have "TEH ONE GUIDE TO RULE TEHM ALL!!!!" D
Lmao, I didn't seem like a lot when I wrote it lol, but a lot of people have said that lol. I guess it kinda is. Well I'm glad you guys liked my guide, and thanks for the wonderful description cheese, but it isn't by any means law. Feel free to improvise, this is just a system I feel works well (doesn't happen to apply all that much to my newer maps, as they are tiny 1v1 or 2v2 maps).
Hey man, played on live with you a few times, just wanted to say this guide has helped me balance out my newest map, which has 2 maulers, 2 spare clips each. (CRAZY!) Also has a hammer in a hard to reach but neutral spot, and 2 snipers with 0 spare clips. Also, it's not on foundry : O sorry kinda got into lots of details there but could you send me a FR, i want your opinion on my mapzorz pl0x. my GT is headlessbarbie so if you could please, kthxbai. : D