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Map discussion
Posted: 2010-06-15 08:43
by RHYS4190
Ok what im noticing more and more the map making focus has moved away from making structured maps like jabal, muttra, maps that have a clear defined direction, chock points reliable defensive positions, that you can defend with the man power you have available. the mod moving away from map i think make this game great, to absolutely huge maps, that really don't function well game play wise.
qwailing for example is so big, fighting in it just becomes lost and pointless, all i ever see on this map is lone wolfing and whoring, i really don't see the improvement going from a smaller well structured map, to a map that so big it lags the server, where the players become scattered, and is boring to play,
What id like to see is maps kept to 2kms in size, and then tailored and sculptured to achieve game play that is to Pr standards.
smaller maps are a far shot better then larger once they are better designed and have better game play,
what i want to know does any one else feels the same, and what maps that are better built and structured like the old traditional maps,
User warned for poor attitude
Re: Map discussion
Posted: 2010-06-15 09:00
by Brainlaag
I agree with you my friend. I like small maps designed for Infa-fights more as well, but we should keep few of the 4km maps. I mean if you look at Kashan (yeah I´m a Kashan fanboy

) it´s one of the maps were most tactic is required, AND ITS 4KM!!
Anyway you are right. In the last update there were way too many huge maps. I would like to see Sunset, Mestia, even EJOD again....

small but powerful ^^
Re: Map discussion
Posted: 2010-06-15 09:03
by Heskey
Without being quite as abrupt; I'm in partial agreement on this.
Korengal is a good example of a great map; I was shocked when I was told it was only a 1km map! It has been sculpted that well, that due to the winding mountain trails and chokepoints it feels so much more bigger, and the map itself is stunning.
Now, whilst I appreciate that in the interests of realism, not all maps can be tailored for gameplay, and must maintain an element of real geography so as to force players to adapt to harsh combat conditions as opposed to conveniently having boatloads of cover in the middle of an open field, I still feel that certain maps with such bland and boring landscapes offer little difference between one another, and offer little in terms of gameplay due to lack of creativity and the inability to field more than 64 people on the field at any one time.
Maps such as Kashan and Quinling become more like walk-simulator once the first set of assets have blown themselves up; and as an R-DEV recently said, 'players are hardcoded' and as a result transport options generally don't make themselves available on these maps.
Karbala again, many people have agreed with me in saying it's like the map-maker started off with a 4km (or w/e size it is) template and decided what they could make; they made a good town, and saved it - Forgetting to resize the rest of map ended up with a load of boring desert and dunes.
On the other hand, I think maps should reflect conditions in real-life rather than be inserted with balanced chokepoints etc.
Re: Map discussion
Posted: 2010-06-15 09:03
by Rudd
there is a place for big and small maps in PR

the less contained, the more variation.
I love maps with chokepoints, and I love maps with wide open spaces, if all maps had the same style it would get old fast.
rather then these horrible laggy and sh%%y new 80km maps the pr team are determined to produce,
1) they are 4k
2) they were made by people in the free time so be god damn polite in your feedback
3) if you like 2k maps so much, make one
Re: Map discussion
Posted: 2010-06-15 09:11
by ChiefRyza
Rudd's words ring true, you have no idea how much work and care goes into making a 4km map (or any map for that manner).... Your point doesn't have to be made so violently either, a calmly put across opinion fares much better than an angry rant at people that certainly don't deserve it.
Re: Map discussion
Posted: 2010-06-15 09:49
by Arnoldio
4 km maps - more random flags - more variety.
If people would mainly play for flags and not for being in the middle of nowhere not helping anybody, it woould work. Now you think it sucks because its 4 km. Its because of the players....
Re: Map discussion
Posted: 2010-06-15 10:47
by Jarryd_455495
I agree with rudd too. I tried to make one once and nearly screwed up my computer, not something you can learn over night.
I like both kinds of maps because small maps are intense and keep you on your toes at times, while bigger maps allow for tactics and lots of free movement (although sometimes you get shot from some random direction and that is really annoying)
I personally perfer maps like korgengal valley and muttrah city, however wheni'm in the mood i enjoy a good round of kashan.
Re: Map discussion
Posted: 2010-06-15 11:24
by Tim270
Every map is individual and as such should be looked at individually, not just band all 4k,2k etc maps into a group together..
Re: Map discussion
Posted: 2010-06-15 11:36
by sylent/shooter
Jarryd_455495 wrote:I agree with rudd too. I tried to make one once and nearly screwed up my computer, not something you can learn over night.
I DID..... but seriously,please be more polite to us mappers, we do try our best. Thank you
Re: Map discussion
Posted: 2010-06-15 12:37
by Web_cole
I agree that we should have both larger and smaller maps. In fact, I think we should have maps with as much variety as we can possibly manage: different and various factions layouts, assets, random AAS, different kinds of environment, it's all good stuff.
However, my worry is that PR is going too far along the large maps route. There are a couple of issues with that:
1. Although it's fine if we have just a few 4K maps, I think if every map, or the majority of the maps were 4K, we would really start to notice that 64 players is too few. Don't get me wrong, it's not a huge issue, but I think it would become a noticeable problem if we had a lot of really big maps.
2. It seems to me there is too much of a limitation on what the engine allows for there to be a lot of very different 4K maps. For instance, I don't believe we could have a very large city area without destroying performance. For me, this means that the bigger maps end up very samey, with a LOT of the map having to be dead space by necessity. (Perhaps that's just an infantrymans viewpoint though

)
Re: Map discussion
Posted: 2010-06-15 12:41
by Jarryd_455495
sylent/shooter wrote:I DID..... but seriously,please be more polite to us mappers, we do try our best. Thank you
lol, then you sir a deffently more 1337 at it than me

And so are all mappers, I mean it's not easy to know what you want and know what others will enjoy so your map is popular, and even then know how to do it. On top of that do all the reseach needed to make a map as close to a real place as you can while still thinking about gameplay, think that is only the basics.
@Tim: one of the best comments in this thread, sums it all up in one.
edit: and don't even get me started on all the work from everyone in the mod team that do everything for NUFFIN!!
Re: Map discussion
Posted: 2010-06-15 13:35
by Tte.oteo
Tim270 wrote:Every map is individual and as such should be looked at individually, not just band all 4k,2k etc maps into a group together..
X10 im thinking exact the same..
Re: Map discussion
Posted: 2010-06-15 13:42
by Wakain
you definitely have a point there, I hardly play 4km maps myself, however I can see how other people might enjoy this and how it fits PR doctrine. larger maps need more coordination to play properly and isn't that what pr is all about?
Re: Map discussion
Posted: 2010-06-15 14:45
by BloodBane611
Personally, I love 4km maps. I like them because I know how to coordinate with my team and get rides, supplies, etc, and that just makes the game better. I've played Quinling 10v10 and had a great time.
If you prefer carefully sculpted 2km maps I would suggest that you work on making some that are up to PR quality.
Re: Map discussion
Posted: 2010-06-15 18:23
by CodeRedFox
"I want better maps, I want more detailed map, you guys suck at maps I could make a WAY better one"
"Here the editor, you should try it yourself"
"I dont have time for that!"
"and you wonder why we get so defensive at times..."
Re: Map discussion
Posted: 2010-06-16 14:30
by RHYS4190
all im saying resorces be better spent, re adressing what should go into a PR map.
Edit: User received an infraction for flaming a fellow forum member, this kind of attitude will not be tolerated especially when already warned once. - Jigsaw
Re: Map discussion
Posted: 2010-06-16 15:04
by Oskar
I like larger and open maps such as some 4x4 km maps, because they offer a lot more maneuverability and variation. With some smaller maps, like with say Gaza Beach or Korengal, for me it feels kind of cramped. There's too much happening in a very tiny space for my liking. I appreciate a slightly slower pace, which is definitely present on larger maps.
Also, with the larger maps, you don't know exactly what the enemy is going to do next, and frankly the replay value is better. For me, smaller maps get old faster.
If I had to choose between having only 2km maps or 4km ones, I would definitely choose the latter.