Topic: Give the Dev team some feedback on what you think makes a good map

As the title says, please provide some (detailed!) in-depth info on what you like in a map and use already existing maps as an example on how to get your idea done or how not to do it.

Please also tell us what you like better - combined arms: air, infantry, tanks or strictly lore accurate maps like the current Endor and TME.

All your feedback will be heard and good ideas and suggestions will be posted on our internal boards so you definitely have a chance here to make upcomming maps more like you want them.


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Re: Give the Dev team some feedback on what you think makes a good map

Endor is a great map i think because it has a lot of diversity. you can go around on speeders on stay up in the trees. or just protect the bases.

i would like to see some more open spaces in maps. we already have infantry focused maps in the towns and stuff. Need moar vehicle maps. i think hoth will do this though

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3 (edited by Manik 2007-10-09 14:58:41)

Re: Give the Dev team some feedback on what you think makes a good map

yultemsee wrote:

Endor is a great map i think because it has a lot of diversity. you can go around on speeders on stay up in the trees. or just protect the bases.

I agree.  I think the key is to consider each class and have some role for them in the map.  For example, is there a place for snipers to do there thing (while ensuring it doesn't just become a snipe-fest?).  Endor works as there's lots of things for troopers and medics to do and a decent number of somewhat vulnerable sniper spots.  The heavy is somewhat limited on Endor as far as I can tell...but I don't play heavy so I could be very mistaken.

yultemsee wrote:

i would like to see some more open spaces in maps. we already have infantry focused maps in the towns and stuff. Need moar vehicle maps. i think hoth will do this though

Personally I think that a better anti-vehicle implementation needs to be in place first.  As it stands, I personally think that there aren't enough effective anti-vehicle measures.  Sure, it's not a huge problem with on AT-ST stomping about (actually, it's balanced for just one AT-ST), but if there were a true vehicle heavy map...then those not in a vehicle would be screwed.  Sure, everyone could be in a vehicle but then it'd be more like Twisted Metal than a FPS.  I guess a good example of how this *could* be done though is Geonosis on SWBF2.  It is pretty big so you can avoid vehicles if need be or find your own to fight back (plus the terrain makes the vehicles not the end-all-be-all).

Oh, and I prefer infantry maps that are not completely pointless bloodbaths (Gibraltar).

Re: Give the Dev team some feedback on what you think makes a good map

all the maps all ready are great too, but i think it would be cool to have some maps that are bigger, (like you said yultemsee) like hoth.

to have a good map it all depends on what your in the mood for, sometimes i like to go do some close-quarters fighting, so i get on a mos entha or mos espa server. Other times i have the urge to go hop in a B-wing at the battle of taloraan. Like i said, it really depends on what your in the mood for though. But in my opinion, to have a good map you should have a good balance between vehicles and the size of the map. i would really like to see a map that has some good combinations - some good ol' fashion city fighting, a bit of dog fighting with some xwings and ties, and then maybe some outposts in a really open area so that you had to use vehicles to get there. Now im not saying that any of the maps are  bad or anything (they are very good IMO) i just like the idea of a combination of all three of those things.

Do you guys go strictly by lore when you make maps?

(this doesnt have anything to do with lore, just something i thought of)
it would be cool if you had the rebels on a mountain out post surrounded by cliffs so the only way you could get up there would be by air transportation. The imps would be somewhere else near there. now the way the imps attack them would be with boarding ships (possibly lambdas)

AWESOME work so far with EVERYTHING you guys have done. good job!

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5 (edited by Safe-Keeper 2007-10-09 15:33:01)

Re: Give the Dev team some feedback on what you think makes a good map

First of all, I agree with yultemsee when it comes to open space, which is one reason why I'm looking forward to the battle of Hoth. Every time I see that day-time Tattooine map loading I go Rebel and 'man the walls' to fend off Imperials trying to get into the village over that open plain. I love big firefights over open areas, so I can't wait for El Alamein-style tank battles over open terrain, not to mention the Battle of Hoth. It was so great in Galactic Conquest, flying with a snow speeder over the trench watching the laser bolts hitting the trench and the cannons and infantry returning fire. It really felt epic.

So what I'd like would be some sort of trench/wasteland map. This has been a dream of mine since GC, and would involve basically open, completely flat terrain with a few hills and scattered wrecks, ruins, fires, burned-out and dead trees, rocks, lots of craters, and trenches. The textures of the ground would be charred and barren, simulating that battles have been raging for quite a while. Put up some 'e-web pits' (craters with several fixed turbo laser emplacements) and some walls giving cover for tanks and infantry. Both ends of the map, and perhaps the middle, could feature fortresses with entrenched, dug-in defenses that only solid coordinated attacks could breach.

If anyone's played the GC map Ryloth, it had some of the elements I'm thinking of here.

Secondly, I know I'm a minority here and that I ask very much of you, but I'd like movie-based maps to be even closer to the movies. For example, there was no full-fledged fight around the landing base and tree village on Endor, just around the bunker. So I'd like the map to have the bunker with the rebels in the middle and then a circle of neutral and then Imperial-held command points surrounding it. The Imperials have to fight their way to the bunker, and the Rebels have to hold out until the Imperial tickets run out, at which point the round will end, or the bunker doors will open letting the Rebels enter it and place their charges to win the round. Something like that. But I suppose things like that is asking a bit too much, and it'd of course force you to discard the current map, but it's just an example tongue .

Another thing I'm really thinking about is PR's insurgency mode. One side gets advanced equipment and vehicles such as Abrams tanks, APCs, automatic rifles, deployable defensive positions, and helicopters. The other side gets primitive weaponry, such as molotov coctails, and IEDs, and paramilitary vehicles like technicals, bomb cars, and motorbikes - and twice as many tickets. The advanced army needs to find and destroy several randomly placed weapons caches by obtaining intelligence, done by, among other things, killing insurgents. I think this mode would be so awesome for FS - for example, you could have a battle pitching the Imperials against lesser factions such as pirates. The big problem, of course, is that it's an original PR feature and that it'd be a ripoff to implement it. As a matter of fact, it feels a bit wrong to me even if you ask them for permission and get their blessings.

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Re: Give the Dev team some feedback on what you think makes a good map

Open urban maps, like Cerbere Landing and fall of Berlin but without any but the lightest vehicles, e.g. sand speeders.
As I have said in another thread, I feel too restricted and fenced in the Mos Espa map.
I want house to house fighting with plenty of opportunities to flank and take alternative routes.

But I would also like some vehicle maps, I just have problems imagining what it would be, I don't recall the Rebels fielding anything noteworthy?
Hoth would of course be very nice, but the snow speeder versus AT-AT is going to be a balancing challenge.

And finally a Xwing / Tie fighter map taking place in low attitude over a planet with plenty of obstacles where you can shake you enemy (or splatter yourself across a cliff face )
Maybe one side have to come in low with bombers to destroy an opposition base?

7 (edited by Safe-Keeper 2007-10-09 15:35:06)

Re: Give the Dev team some feedback on what you think makes a good map

But I would also like some vehicle maps, I just have problems imagining what it would be, I don't recall the Rebels fielding anything noteworthy?

They've got lots. Just not in the movies.

Hoth would of course be very nice, but the snow speeder versus AT-AT is going to be a balancing challenge.

Not at all. Good ole Echo 5-7 bristled with anti-nearly everything cannons smile . It was such an awesome GC map.

And I just remembered, FS has withering fire, so it's not as if we need tow cables to take the AT-ATs down.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.