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[Issue 6] What makes a good map?


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A good map. We all love playing one. Who wouldn't? The better the map, the more we enjoy playing them. But what contributes to making a map closer to becoming "the best map" and makes it distinct from the other common maps? What features, what things, add up to making a map "the best"? To put it more pointedly, what contributes to making a good map?

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There are many things which people can say contributes to making a map the perfect one. Let's run through a few.

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This might seem like an unimportant one to many of you. Who cares about how pretty a map is after all. Well, whether you know it or not, I'm sure that that does have at least some effect on you. Very few people will want to play in an ugly map, after all, no matter about how interesting the gameplay might be. We all care about how a map looks, no matter what we might say. So if you are a prospective map maker, do make sure that your map looks great. If it doesn't, no matter how special, unique, or epic the gameplay, flags, and whatever else might be, nobody will want to play it.

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Basically, just a complicated way of saying "Layout". The layout, or geography, of a map is extremely important in making people enjoy and want to play the map which you create, or any map for that matter. Nobody wants to play a map where there are buildings in the middle of bridges, even if everything else about the map might be brilliant. When the geography is all wrong, the whole map is hampered. Geography and layout of a map is very important. Props should go in appropriate positions. Sometimes walls are most appropriate, other times pipes, other times whole buildings. And if they are used appropriately, nobody will notice. You know a map has good geography when nobody mentions it! It is one of those things which you only notice it if it's broken - a bit like lag.

Another thing about geography that is worth mentioning is empty spaces. Most players don't enjoy a map where there is nothing in the middle of a map, just an empty field of grass. In fact, the only map I can remember which uses that is Stadium, which uses the empty field effectively. But on the whole, there needs to be enough props. A severe lack of them hampers the enjoyment of a map.

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Come on, admit it. Even if you say you didn't care about the above reasons, you know that we all care about gameplay. I can assure you, nobody will ever play a map where gameplay is of minimal quality, even if it looks amazing and/or has brilliant features. This is the real crux of the issue. Gameplay. Is it easy to play with the weapon that you prefer to use? The hull you enjoy using? Is it a convenient size? Is it too open for certain more annoying weapons to pick you off from range? Does it overtly favour certain weapons? There are so many questions about gameplay so I'm going to divide it up into numerous sections, focusing on specific features of gameplay.

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First of all, size. There is a reason why Berlin, Dusseldorf, and Lost Temple, as well as Island, Ping-Pong, and Farm, are played less than Silence, Tribute, and Kungur. That reason being? They are just too big or too small for most people to enjoy. We all enjoy maps that aren't too big or too small for our taste - although each of us have different tastes. Don't create maps that don't fit the size of what you think makes a good map. And keep in mind that bigger maps generally result in more lag.

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And then, as another aspect of gameplay, there is flag positions. Where to put a flag in a map? Well, it has to be in an appropriate position. There must not just be one route to get the flag: multiple routes are a must in a map. The flag also cannot be too far away from the respawn points for that team. The flag must not be too exposed. Of course, you could leave all those protocols behind and place flags in seemingly random positions, like in Massacre, Stadium, Lost Temple, and other such like maps. But as a general rule, maps and the position of flags in them should follow regular guidelines for exciting gameplay.

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Blue team vs Red team: which team has an advantage? The ideal scenario would be "no team", but at the same time, most people don't enjoy playing in a symmetrical map. With those things in mind, trying to keep a balance between red and blue and making skills required equal on both teams is important. Nobody wants to play a battle where Blue or Red has already won before the game has even started, because of an easier base.

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Of course, in every map, each weapon will have some advantages. But to an extent, the best maps are the ones where every weapon can play without being out of its depth (within reason, of course: smoky in a battle between brigadiers and marshals may have problems, and for a good reason too). The best maps should be able to make this happen.

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And in a category somewhat distinct to Gameplay, there is uniqueness. All maps will be different and should be different. If all the maps were the same, then there would be problems. Plus, it would get boring. Why make a map someone has already created? Make a map distinct from previous maps. Maps all should be different.

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There are, of course, other aspects which contribute to making a map good, but those aforementioned are the main things which must be considered in a map. That is what most people enjoy and want "out of" a map. If you are a prospective map maker, these are the main things which you have to consider in your map. Does your map have the right balance in these issues?

Edited by Hexed
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