That is why you are very knowledgeable Lance. You, unlike most forgers, think of the players. That's what I try to do... when I place a spawn point I set it about 2-3 seconds away from the next piece of cover and towards a good focus point. The reason for this is cuz when a person spawns they have a tendency to be impatient and hold down forward on their thumbstick. It takes a couple of seconds for someone to realize where they are. Show where they are and give them the choice of taking cover... don't force players into doing something if they don't have to. Give a strategical aspect to the game... don't make it forced decisions all of the way through. That's why I like Cottage's Area 52 map... you have the choice, as a zombie, to go through teleporters to backstab with the risk of not going to the right place (mainly cuz of blocked teleporters), or you can go towards the main entrance to ensure going to the right place, but with more of a risk to dieing. ADD IN OPTIONS!!! It makes every experience a different one. NOTE: EVERYONE LOOK FORWARD TO ACMP1!!! It comes out this Saturday and you don't want to miss it. I'm was tired of 1 map for 1 gametype. It takes up to much space. With 3 maps and 6 gametypes you have 18 possible combinations... and with future ACMPs you will have even more options, taking up little space in your arsenal of fun.
I agree totally. I have played way too many maps where the editor just throws weapons, vehicles, and teleporters everywhere, and calls it a map.
I agree with EVERYTHING EVERYONE said Whenever I make my maps, I always think of how much fun this scenario or that one would be and then try to re-create it. After I'm all finished, I have a few test rounds with some of my friends.
What i hate the most, is the item limit, I have never been close to the budget before, but ill never get there unless they take that item limtit off. I hate it.
I feel the exact same way. When I make a map, I take my time and do not rush. I hate playing some of my friend's maps. It seriously looks like they put all the weapons and scenery, put them in a blender on liquefy, and left the top off. My maps NEED to look nice, otherwise I do not feel like the map is worth playing. On a side note, I hate playing games where the Map is pretty good, but the game type sucks. I can not tell you how many Infection games i have played where the humans have no chance in hell to survive. When they respond with, "You just suck!" I feel like saying, "You just suck at making maps." But I can't because they are my friends and I need to respect their effort the put into their maps. It's sad sometimes. It's like watching your parents try to use the internet.
Hah great analogy. I have some friends that love how I am so artistic with maps and some friends who wonder why I don't want a million floating bases with super defense. >.< I'm just glad that the majority of this forums thinks like I do and appreciates the finer aspects of maps.
Today I played on a super amazing map (honestly they really thought it was good. Seriously, they played for an hour.... :-\) It was the pit, with a spawn point near the ramp that you can get underneath, and there were a whole bunch of shotguns laying on the ground. People glitched under ramp, then fired at zombies. IT WAS SOOOOOOOO FUN. :-X
I will kill myself if I have to play another poorly balanced Infection map. Honestly, I don't like Infection as it is, so playing map after terrible map of overly-powered human maps....I just can't deal any longer. Where has all the balance gone?
Well like I said... I too hate horrible infection maps. They have so much potential... but only for those that know how to do it. If you like good and/or inventive infection maps look forward to game night tonight. Azkaban, Holding Cell, Cat N' Mouse, The Swings, and Area 52 will keep things interesting (I personally think Compund 42B is too human sided... it might just be me, but I don't know). And then Saturday, look forward to some great tower-based action when ACMP1 comes out. The infection gametype that comes with ACMP1 is called "Breakout" (previously known as "Aids"...): -Zombies: No Shields, Faster, Sword, Alphas have low grav, regular radar -Humans: Magnum, Shotgun, limited Ammo, 2 grenades, no radar, waypoint for everyone Sounds simple, and Human-focused, but wait till you see the maps... Each of the maps begin with an initial rush where zombies have a chance to start out with a couple of extra members. And after that, the way the tower is built, there is enough cover to infiltrate if you are patient and use decoys on your team. If nobody sees you sneak into the tower, you have the advantage... cuz you know where they are, but they don't know that your there. It adds a certain rush to the whole watching your back every few seconds or so. (I like adding little sneak peeks here and there for stuff that's being released)
Wow, I can't wait for the map's release! Hah, this week is great: finals are over, new maps are released, and then Bungie gives us three new ones to cause mayhem on! AH!
Aids?!? I'm really looking forward to the first of the AZN Cottages, and the sneak peeks are like masterful PR forcing me to rave about it before I've set foot in the map. I'm sure it'll be wicked man. I wonder what the ratio of infection maps:all other maps is like on B.net. Actually I don't think I want to know. I just finished handing work in, did an exam, and now the holidays kick off! Lance you are right, there's alot to be excited about coming soon, spaced out just so.
Sorry, AZN, but do you really need to advertise your tower of power maps on every thread on the site? There already going to get featured, people will notice them, and every time you post it had an ad in it. That is one of the small things that many map makers do that I really hate.
Well check this out... I only really advertise when the topic relates to them. Such as Infection maps... I have a tendency to use things as examples. And they are normally my things, cuz I understand those best. However, if everyone wants me to stop then I shall.
Thank you Milla... Anyways, I like your map ideas... maybe when I have free time I'll check out your maps. (between being a guilder with ACMP1 and other maps to realease, being a clan leader of 40+ people, and hosting a Blade Ladder on AC4 of 50+ people, I don't get that much free time) And as for ACMP1... please be nice to me for comments. It's the first real set of Multi-use maps out there so Cottage and myself have to learn from our mistakes. I have a weird feeling that we will get many negative comments. But you live, you learn. And the importance of small things... well lets just say that the difference between facing 1-way an facing about 10 degrees off is MONUMENTAL. I learned that last night.
Fine, I guess it doesn't matter if you advertise, so I'll start doing it myself then. While your talking about your map being a revolution, I'll also mention two of mine. I'm creating a unique map right now that reinvents the oddball gametype into a whole new minigame. I've also created the original pick a class map for Halo 2, and a sequel to it, this caused a little fad of people making their own, and many have played my second one, and I've people talking about it, or asking me to play it, before I show it to them.
Didn't I tell you its been done before? I helped give suggestions for gravedigger's map. Its missing the all essential Importance of Small Things... like spawn placement, and aesthetics...