What makes a good map?
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- SW_elite
- Filthy Thief

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What makes a good map?
I'm particularly asking this because of my upcoming map. So really I'm just curious to see what makes a good map for all the people at GT. Maybe some of the ideas will go towards my map.
So comment away...
So comment away...
- PilotX
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Re: What makes a good map?
Planning
maybe some custom units
if it is outdoor, vehicles
whatever else you like
maybe some custom units
if it is outdoor, vehicles
whatever else you like
- Marvel4
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Re: What makes a good map?
Atmosphere. You need good music, fitting sounds and nice graphics.
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Darth_Spiderpig
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Re: What makes a good map?
1) It should not be too large in size
2) Lighting which fits the sky/environment
3) Fine details on terrain, props units etc
4) Balanced sides
5) Good AI Planning (Barriers, paths)
Actually you can't say if you do that, and not do this and so on it will be a good map, so just sit down, plan, and then do it.
2) Lighting which fits the sky/environment
3) Fine details on terrain, props units etc
4) Balanced sides
5) Good AI Planning (Barriers, paths)
Actually you can't say if you do that, and not do this and so on it will be a good map, so just sit down, plan, and then do it.
- TK432
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Re: What makes a good map?
Some unique place with characteristic and eye-catching places. And a good gameplay. Additionally to what the others said
- wishihadaname
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Re: What makes a good map?
It has to be unique and differant from the original maps. Maybe play with some new concepts if you feel up to it.
- Culvar
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Re: What makes a good map?
Honestly about every environment possible has been made at some point. Indoor locations are always nice to see though.
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Xavious
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Re: What makes a good map?
Every environment possible? No, that's definitely not true.Culvar wrote:Honestly about every environment possible has been made at some point.
- Culvar
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Re: What makes a good map?
Culvar wrote:about
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Grev
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Re: What makes a good map?
Be unique. Oh, and upside down objects. If done right... WOW. I remember somebody turned a do upside down in a map once, to hang from a ceiling, and that just struck me as awesome.
- SW_elite
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Re: What makes a good map?
Lol, thanks for all your ideas everyone.
So what types of Environments do you like in a good map?
So what types of Environments do you like in a good map?
- DarthD.U.C.K.
- Master of the Force

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Re: What makes a good map?
all types, if a map is good doesnt depend on the environmwnt, unique/fresh environments are always good though
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FragMe!
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Re: What makes a good map?
For intense fighting having choke points is always good, but done in such a way that a) someone can't just sit back and snipe everyone that comes though or b) that a single person with mines can decimate the whole other side.
- Teancum
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Re: What makes a good map?
I can tell you one thing, custom sides don't make good map. If the gameplay isn't solid and the setting doesn't capture the player, putting in Darth Uber-Anakin Kenobi won't save it. The map should be great with normal sides; only then can custom units enhance it.
- Eggman
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Re: What makes a good map?
I concur. I've found that I really enjoy making maps intended for the stock sides and stock modes - the map design and gameplay becomes much, much better. If you want to use custom sides that's great, but I really recommend keeping them similar to the stock sides in their overall setup. Just look at all of the more popular side/era mods out there (Dark Times, Last Days, BF0, Conversion Pack sides, BFX to some extent) - they all have sides that follow a very similar setup to the stock sides, even if the visual appearances are vastly different.Teancum wrote:I can tell you one thing, custom sides don't make good map. If the gameplay isn't solid and the setting doesn't capture the player, putting in Darth Uber-Anakin Kenobi won't save it. The map should be great with normal sides; only then can custom units enhance it.
Now, this isn't to say that your map won't be good if you don't follow those guidelines. In the end, it's your map/mod, so you should do what you think is fun. I happen to enjoy mods that fit right into the stock game, but there are plenty of people out there who would prefer more "unusual" mods, and there's nothing wrong with that.
- Fluffy_the_ic
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Re: What makes a good map?
The size of the map. You don't want an infantry-based map that ends up with the last enemy being impossible to find, and you [generally] don't want one so small where a grenade or two will be overly destructive.
- Culvar
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Re: What makes a good map?
Also it not being a planet seen in a movie. Examples include Geonosis and Tatooine. They used to be some of the best maps, but everyone overused them to death.
- Eggman
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Re: What makes a good map?
Not true. A map doesn't become bad just because it's on Geonosis, and definitely not because it was in a movie. I bet plenty of people would be drooling on their keyboards if anyone every made a Cato Neimoidia map.Culvar wrote:Also it not being a planet seen in a movie. Examples include Geonosis and Tatooine. They used to be some of the best maps, but everyone overused them to death.
- Sky_216
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Re: What makes a good map?
Geonosis could still be pretty original if done right. Afaik no-one has done (much of) an interior geonosis map or a seaside one (think I read somewhere its meant to have shallow salty seas?).Eggman wrote:Not true. A map doesn't become bad just because it's on Geonosis, and definitely not because it was in a movie. I bet plenty of people would be drooling on their keyboards if anyone every made a Cato Neimoidia map.Culvar wrote:Also it not being a planet seen in a movie. Examples include Geonosis and Tatooine. They used to be some of the best maps, but everyone overused them to death.
Actually I hadn't really thought of that...imo the only major suitable-for-Bf2 Ep3 locations we're missing now are Cato Nemoidia and (interior) Invisible Hand.
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Deviss
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Re: What makes a good map?
think be how many, where and how add props in right places
, because many map i think are ugly because have terrain plain and only some big props :S, for example felucia 3.0 have diversy of props terrain height and quantity of props and is great 
