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Thread: What does a map need to have?
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08-01-09, 10:13 PM #14
Re: What does a map need to have?
also a good mix of distances. long areas for sniping and awesome rifle shots, mid areas that can be controlled by rifles, and close range areas where any gun could do the trick. best example would be inferno and contra.
at least 2 ways into any bomb site. provides good strat calling for the t's and makes the ct's think a little more in their defense.
distances to the sites should be ct favored, but only by a small margin, say like 3 seconds.
wait a sec..this sounds like contra to me.....
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08-02-09, 03:43 AM #16
Re: What does a map need to have?
Originally Posted by i8pptuakamonstercam
It forces the Ts to get into a site and back to the rescue point, eliminating the advantage of not having to split their team to cover multiple entry points.
Oh, and definitely something on the walls. But let's go with piggies. Or Gir.
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08-02-09, 03:58 PM #18
Re: What does a map need to have?
A good map, has
***** At least 4 ways into the sites.
***** The high ground has to be accessable to both teams.
***** Choke Points.
**** A way for T to slow play.
**** A reason for CT to go offensive
**** Room to fall back and still have some sort of control.
**** No suicide bomb sites with 20 ways to shoot the enemy team while they plant and no real access to these areas.
*** No Tunnels, people rarely use them so don't bother.
*** I've seen no popular maps with lots of stairs.
*** Doors that open are very unpopular as they make paths nearly suicidal and then people stop using that path.
*** Room to move, most popular maps have lots of open ground.
** No Suicide pits, areas were grenades kill entire teams create unbalanced maps.
** Heaven, No heavily played maps have this.
* Random noises in random parts of the map for no apparent reason are awesome.
* There needs to be a Cat on the Left most entry to a site in the map.
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08-05-09, 12:18 PM #20
Re: What does a map need to have?
I love maps that whatever team your on, your happy.
Ex: D2, Pira, Cobble
But my fav map types are the "multi-route" mpas such as Contra, Cpl_Strike, & Inferno.
What a map needs:
- Lots of objects such as trees, pillars, boxes, etc.
Ex: A very old map, but well placed = Airstrip (loved that map!)
- Spots for all types of players. Hiding spots for the snipers, rushing allies for the rushers, and camping spots for the n00bz.
Ex: Piranesi
- Many different routes to a bomb site, or a critical area of the map.
Critical Area Ex: Dust2/Mid , Piranesi/Roof, & Chateau/Windows
"Multi-Route" Ex: Inferno/Site B , Cpl_Mill/Site A , & Contra/Site B
- Quick, rotation routes. Makes it fair for the CTs.
Thats jus tmy 2 cents. :P
Hope it helps!
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