What makes a map fun.

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
Damnidge
1337 Haxor
Posts: 611
Joined: Mon Dec 26, 2005 12:00 am

damnidge's fun = exploding people in high numbers simultaneously, aka, manta whoring. i once cried from laughing so hard on the original dreamus spawn killing that second to last node near red base. oh yeah

I also find any map where there is a down to the wire fight fun. blowout victories, regardless of being the winner or looser, tend to bore me.

I also find it fun to save up my map votes in servers where people are acting dumb, and then mass vote a terrible map with my brother before bailing out and leaving them to play it. :evil4:

i love me
Cheers, Damnidge
joeblow
1337 Haxor
Posts: 635
Joined: Mon Jan 02, 2006 12:00 am

Comeback victories is what I like. Or just having a chance to comeback. Thats why maps like spiffy and grits just work my nerves you know how its gonna come out. Ascendancy is another no comeback map.

Alot of times ill text GG a few minutes into a map. its because I can tell how its turn out by the players and the way we started out.


wp
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Comebacks are usually due to teamwork more then anything else. However the chance increase with DD, access to a quick vehicles, a isolating node setup, and superior weapon lockers. A heavy vehicle would help too but only if the driver isn't brain dead.
alyosha
Killer in Training
Posts: 36
Joined: Mon Jan 16, 2006 12:00 am

choke points suck:
severance
arctic stronghold
red planet
joeblow
1337 Haxor
Posts: 635
Joined: Mon Jan 02, 2006 12:00 am

I think the key ingrediant to any map is the terrain.

Take Torlan. Simple node setup but its the terrian and LOS that makes it interesting. Esp. the varying elevations. Imagine if the map was dead flat what it be like.

wp
Bandito
Camper
Posts: 64
Joined: Sat Dec 31, 2005 12:00 am
Location: Denver

Personally I like medium to big size maps – IMO that is what onslaught is all about – a team of players overtaking territory(nodes) from their opponents & working their way to the core & what is even better is if there are 2 routes to the core – that does away with the whole choke node thing & it also does allow for comebacks. Small maps drive me nuts – Manta whoring on bitchslap for an hour just gets kind of old.

Maps I love – Deserted sands – scorpion canyon – volcano high – ahebben – torlan32p edition – sandstone(new to the DW server) – maelstrom – nevermore ece t32 - acerbus

Maps that I don’t like – Bitchslap(way overplayed & almost unwinnable) – the dreamus maps(almost unwinnable) – gunshop (a visually neat map – unwinnable & the side red starts on in the first round has a big advantage to holding that center node)

And just so I don’t hear from everybody how they have won games on the maps I think are unwinnable (in regulation time) – I have won games on those maps too, I mean unwinnable when the teams have roughly the same amount of good players on them – not when the teams are unbalanced with all of the talent on one side (I was on a team of regulars that destroyed a team of noobs in about 2 minutes on bitchslap earlier today).

Unfortunately, it comes down to not being able to please everybody all of the time – just by reading the posts in this topic it is clear that even the regulars have vastly different ideas of what makes an entertaining map.

Just my 2 cents,

Bandito :faroah:

Oh, and as far superweapons go, they are OK if there are not to many of them
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