Forum

> > CS2D > General > What makes a good map?
Forums overviewCS2D overviewGeneral overviewLog in to reply

English What makes a good map?

46 replies
Page
To the start Previous 1 2 3 Next To the start

old Page Two is Mine

horus
User Off Offline

Quote
Mumu has written
- Turrets make camping way to easy.

Alas, there are certain things we zombies use to counter that. They're called 'healing' and 'gut bombs'.
So I'm going to switch my server back to zombie and see what results I'll get.

EDIT: Page two is mine.

old Re: What makes a good map?

Mumu
User Off Offline

Quote
Yo Horus I've downladed your pack from the file section and I Hope you don't mind raiting them .... so here goes :

- Means BAD aspect "minus"
+ Means GOOD aspect "plus"

cs_outpostv1
- way to big
- way to many Hostasges
- Cs's have some advantages (2 entrances to their base can easlly rush T.)
- T. have only 1 entrance to the base (limiting their movement)
- The Map is Pure Chaos , there are no paths or vantage pts.

de_compressionv1
+ He he he ... like in "decompression" get it ?!?
- T. ca rush Bomb site 'B' I buess (the one near their base)
+ There are some vantage pts.
+ Its balanced
This Map shold be converted to dm_

de_monasteryv1
- Again to big
- Ct's have no change dissarming the bomb (and that just suks)
- Again Pure Chaos.
- 6 the Bomb Spots ?!?

de_stationv1
- the 3rd bomb site is wide opened (but I guess thats a good thing coz' the other 2 are way to easy to defend.

de_toxicshipv1
Crazy ...
- Its hard to navigate
- It does not look like a space skip

dm_acidbasev1
- Again Random

dm_snowstoragev1
+ This 1 is cool not to big not to small

ctf_battlefieldav1
+ Its good CTF map
- Still its a pain in the a** to score pts
+ Teleporters for sneak attk , I like that

ctf_battlefieldbv1
+ good CTF map
+Teleporters for defending

ctf_battlefieldcv1
+Its ok

ctf_battlefielddv1
- Bases are Forified (near impossible to score)
+ Telleportes are way 2 Puzzeling ...

zm_cursedgaveyardv2
- Low Framerate due fog
- What's Up with the 5 damage everi 5 secs or so ?

zm_defendbarnv2
No complains

zm_highwayv2
- One the CT. get the Wrench you can expect heavy resistance

zm_overkillsandv2
-2 Big

zm_trappedv2
- Random

he_virtualexplosivesv2
Damn ... massacre
+ its nice , I like it.


What can I say ?!? Well first of all I think Ill be hosting
ctf_battlefieldbv1 on my CTF server .... Ok here are some tips:

-Have an genaral Idea of the map
Ex:
Cs_FilmTheatre
http://i303.photobucket.com/albums/nn138/mumu029we/Cs_FilmTheatre.jpg

Then add the rest
http://i303.photobucket.com/albums/nn138/mumu029we/Cs_FilmTheatre2.jpg

You ca easily do this by using an Math Notebook (coz its already grided)

- Keep things simple (don't add a lot of telleporters, brakeble walls etc.)

Wow ... this post is geting way to long ... (and Boring) so I guess ill stop here.

old Re: What makes a good map?

New Rex
User Off Offline

Quote
NTD has written
Deathmach some play it! on 22% shure!
Team deathmach well im not shure about this! not many people like it on 15% shure!


Wrong!
Actually, more people play Team DM than normal DM. it's rare to see a DM server or better: a good DM server.
Therefore, I and others prefer Team Deathmatch.
So...

Deathmatch: 13%
Team Deathmatch: 28%

old Re: What makes a good map?

horus
User Off Offline

Quote
Thanks mumu. A whole BUNCHES. Perhaps I'll just stop development on the bad ones and replace 'em with more battlefield maps. Oh, and my preferences must be completely different: I thought snowstorage SUCKED. I just put it in there because I needed one more map to get to 10. Plus, you'd be surprised how many people don't use the wrench in highway. xP

But still need some stuffz on what actually makes a good map. I think we're deviating from the original purposes here...

old Re: What makes a good map?

New Rex
User Off Offline

Quote
@ horus: How about fixing map bugs and making new versions and editions.

• Extend your knowledge. Expand your maps. (quote: by X-RDG).

Example, add a briefing to it with ©oulors (I mean, at the briefing add colour codes with the ©).

And the versions... v1.... bah, 2-simple!

Man, like, de_{map}v1 sucks! Just make de_{map}_v0.1 or 1.0 (depending on the developing of the map).

At the briefing, I ALWAYS do a changelog, like this one I made to my edition of de_dust; de_dust_xtm_edit_b1.5:

Briefing
Spoiler >


I always use that models.

Note, that map ISN'T really mine, X-RDG is a friend of my. He let me develop his maps and say that they're mine. He's the best xD.

Now i'm tired of writing... if you don't understand, please, anybody - explain in a advanced way my words...

old Re: What makes a good map?

horus
User Off Offline

Quote
Actually, funny story how it was v1...
One day, I got the idea, "Hey! I'm going to make a map pack!" And then I accidentally saved the battlefield maps with v1... Then I left it in the Battlefield Map Pack and left it for download. After that, I wanted to make another, but then I realized I set it as v1. So, to be consistent, I made the others v1/2/3 as well.
Plus, I don't really like colors in the briefing. It makes it uber-hard to read if ur reading it as .txt file, which I do bunches.

old ]:)

New Rex
User Off Offline

Quote
horus has written
Actually, funny story how it was v1...
One day, I got the idea, "Hey! I'm going to make a map pack!" And then I accidentally saved the battlefield maps with v1... Then I left it in the Battlefield Map Pack and left it for download. After that, I wanted to make another, but then I realized I set it as v1. So, to be consistent, I made the others v1/2/3 as well.
Plus, I don't really like colors in the briefing. It makes it uber-hard to read if ur reading it as .txt file, which I do bunches.


Just don't add colours, but make a good brief.

As said, v1/2/3?

√ v1.0, v1.1, v1.2; v0.1, v0.2;
× v1, v2, v3; v01, v02

Only if it is REALLY changed...

I prefer British English, so... 'favourite colour'

old Briefings Information - They really count!

New Rex
User Off Offline

Quote
Oh, you prefer uberdates.
Like CS2D Fortress... b4 to b5.

Yeah, I understand that.

Man, you even make a complete briefing?

Briefings REALLY do help to make the map-pack more complete, and are really helpful when a player enters the server or to protect your rights.
If you don't make a briefing giving credits to the original and REAL creator/author of the map (in this case, you) people will probably "steal" your map saying that they did it or they will edit without permission and change name.

Only noobs don't read the briefing when they enter a server with a custom map.

> There are 2 categories of briefings...
√ Complete Briefings.
× Incomplete Briefings / None

> ...that have...
• Complete Briefings
√ Advanced Briefings - Most completed and advanced briefings whit lots of informations and all words checked without orthographic errors. Most are divided in categories (Objectives, Contact, Credits, Advanced Changelog, Warning, etc).
√ Basic Briefings - have all the information needed, but in a simple way. Divided in simple categories (Information, Credits / Optional: basic changelog).
• Incomplete Briefings
× Non-Briefings - map doesn't contain any type of information.
× 1337 Briefings or Horrible Briefings - doesn't contains categories, it has orthographic errors (including 1337-Speak [leet/l33t speak] and Internet Chat language) and haves almost nothing of information.

Hope I helped! I recommend to save this at your notepad. I had a lot of work because I want to help!

old Re: What makes a good map?

Mumu
User Off Offline

Quote
Ok here's my .txt file

Zm_DarkCity(v1.8)
----------------------------------------+
Map Made By Mumu.               
Do NOT EDIT THIS MAP in any way ...     
DO NOT CLAIM THAT THIS MAP is YOUR WORK.
----------------------------------------+

"Zombies!" mode map.
Turn on F.F (for more extreme play).


-1.08-
-Replaced some Sprites....
-Added "Neon" sprite.

-1.07-
-Added "biohazard" sprite.

-1.06-
-Rerenamed some "sprites"

-1.05-
-Renamed some "Sprites"

-1.04-
-Added "hurt zone" (15HP/s)

-1.03-
*New Rules*
-Zombies must wait 5 seconds for the "Doors" to open.
-All Start Pts. For Zombies are have been moved to the Werehouse.
(1.13)
-Added Rain Effect and Sound.
-Added "Creature.ogg" (Scarry)
-Added "Barrels" (Path Bloker)

-1.02-
-"HE" Replaced by "Monotov Cokctail".
- I've resized some Path Blokers.
- Added "Seal.bmp".
- Added "MapByMumu" Buttons(FIXED the abuse).

-1.01-
-Added More Weaponds.
-Added Sec. Ammo.
-Added "Bandages".
-Added more Path Blokers.

--------------------------------------------+
Fell free to contact me at:
(my e-mail adress)
or
http: //cs2dmaps.webs.com/index. htm (on the Forum)
---------------------------------------------+

I hate Map Stealing (sh*t they do that everywhere Warcraft III,Starcraft,Heroes)
- If you are going to use something Credit if you can if not don't use it or at LEAST don't claim that its YOURS.
- Making an Tileset its a pain in the a** and its not cool for someone tu just claim your work.

Also a map can have the Best brief. in the wold if it suks (you know "To big,Secret Area that only the maker knows,Supid Traps,Unfair adv.) no players will play it. Still don't forget to brief. your map on the Custom Conntent!!!

old Re: What makes a good map?

Night Till Death
User Off Offline

Quote
1 thing wrong mumu anyone can claim this map! absolutely anyone! for instance: i can say that this is my map! and tell everyone that you CLAIMED it there is no proof that i CLAIMED it soo you accualy might not bother saing do not edit this map! only idiots claim people maps but they still say that they made it!


p.s. srry for my english

old Re: What makes a good map?

horus
User Off Offline

Quote
This is why I give credit...
But, DC once said that you can always provide proof that a certain map is yours. This is why you keep EVERY version of your map...

old Re: What makes a good map?

sonnenschein
User Off Offline

Quote
Ehh, i made a map, it's like a mission. The biggest problem is that I want people to "understand" the map. When I host this map, many people asks what to do here?. I have really described what to do in the server info, and in map info. I don't get it. Are people dumb, or they are kids?

old Re: What makes a good map?

RedPillow
User Off Offline

Quote
Same here linuxguy, the problem is that people are too f*cking lazy to read gthe description or they are retards who dont know a single english word

old Re: What makes a good map?

horus
User Off Offline

Quote
Then put it in Spanish.
Or, you could have a message that goes off every 10 seconds demanding that the person read the briefing. (Question: How do you open it up during gameplay?)
But that gets annoying. You could just reply to all of them and tell them to read it... But they'll probably leave after they learn that to get the map they'd have to read something.

old Re: What makes a good map?

sonnenschein
User Off Offline

Quote
Jonzku777 has written
Same here linuxguy, the problem is that people are too f*cking lazy to read gthe description or they are retards who dont know a single english word

That's right. People are too lazy to read it, and after, they ask what to do.

horus has written
Or, you could have a message that goes off every 10 seconds demanding that the person read the briefing

Then people would just leave the server because of annoying messages.

old Re: What makes a good map?

Night Till Death
User Off Offline

Quote
yeah some kids are to lazy to read and they just want to play! the point then is the name of the map for example: Ctf_lolmap that means construct to understand very easy!

old Re: What makes a good map?

Zune5
COMMUNITY BANNED Off Offline

Quote
NTD has written
1 thing wrong mumu anyone can claim this map! absolutely anyone! for instance: i can say that this is my map! and tell everyone that you CLAIMED it there is no proof that i CLAIMED it soo you accualy might not bother saing do not edit this map! only idiots claim people maps but they still say that they made it!


p.s. srry for my english


Easy to solve.
1. Create a Trigger_Start Entity. Where do you put this entity? Easy. Way far out from Map Bounderies. About 1000 tiles from it.
2. Create a Func_message entity. Put this far out too.
3. Give yourself credit in the Func_Message
4. Now I ask you? Who's going to try to steal your map eh?

old Re: What makes a good map?

CmDark
User Off Offline

Quote
Zune5 has written
NTD has written
1 thing wrong mumu anyone can claim this map! absolutely anyone! for instance: i can say that this is my map! and tell everyone that you CLAIMED it there is no proof that i CLAIMED it soo you accualy might not bother saing do not edit this map! only idiots claim people maps but they still say that they made it!


p.s. srry for my english


Easy to solve.
1. Create a Trigger_Start Entity. Where do you put this entity? Easy. Way far out from Map Bounderies. About 1000 tiles from it.
2. Create a Func_message entity. Put this far out too.
3. Give yourself credit in the Func_Message
4. Now I ask you? Who's going to try to steal your map eh?


4.<<<<< DATS WHATS I DID ON de_advancedCTF :DDDD

old Re: What makes a good map?

Night Till Death
User Off Offline

Quote
a rather pointless even if you put 10000/10000 map i can still find it! its not to hard with minimap on your side! but serios people who claim maps are dumb! 3 noobs stole 3 of my maps and claimed to me!
To the start Previous 1 2 3 Next To the start
Log in to replyGeneral overviewCS2D overviewForums overview