Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 84

Thread: What Stock Map do you think has the Best Gameplay?

  1. #21
    SDavis Juice sdavis117's Avatar
    Join Date
    Jul 2007
    Location
    Eau Claire, Wisconsin
    Posts
    2,402

    Re: What Stock Map do you think has the Best Gameplay?

    Sidewinder
    Reply With Quote

  2. #22
    Xfire - sar93 W1zard's Avatar
    Join Date
    Aug 2009
    Location
    Rotterdam
    Posts
    39

    Re: What Stock Map do you think has the Best Gameplay?

    I like Boarding Action best, mainly because it never has a spray 'n' pray situation.

    Multiple stories, and actually some thinking about how you want to grab the flag, set out a route instead of riding shotgun on a warthog for wheversakes your driver takes you to.

    Rockets and Fuel Rods are the least effective in this map, which makes this still balanced with a full server without score whores shooting the nubtube at groups
    Reply With Quote

  3. #23
    Senior Member
    Join Date
    Jun 2007
    Posts
    5,414

    Re: What Stock Map do you think has the Best Gameplay?

    Quote Originally Posted by =sw=warlord View Post
    More like the fact its very ballenced.
    Reply With Quote

  4. #24
    Free Kantanomo English Mobster's Avatar
    Join Date
    Nov 2008
    Location
    Southern California
    Posts
    1,932

    Re: What Stock Map do you think has the Best Gameplay?

    Here's how I design a map, personally:

    • Multiple routes to the flag. If you include vehicles in your map, make one designed for vehicular combat while the other one is designed for infantry only.
    • Put one or two power weapons on the map, and make it so you have to take the longest possible route to get to these weapons.
    • Think as if you are making a map for Team Fortress 2, with a few changes to allow for Halo's gameplay (vehicles and whatnot). Make a sniper perch at each base, then one or two out in the middle. However, if it allows for too much camping, DON'T put the sniper rifle near the sniper perch. Make it so players have to go get the sniper rifle THEN go up on the perch and own everything. Make some tight corners as if you were designing them for a Pyro ambush, so players will turn the corner and immediately have to start shooting at someone they had no clue was there five seconds ago. Make tiny nooks and crannies as if you were allowing a Spy to recharge his cloak, except utilize them in Halo for hiding players so they can sneak past/ambush a group of enemies going down the path. You'd be surprised how well it works.
    • If you have ANY kind of chokepoint, put another side path around it. Make it so players can break through a team camping a point and be able to flank them.
    • Make it so whatever one team does, the other team can counter it. DOUBLE-CHECK BOTH SIDES CAN COUNTER SOMETHING WHILE IT'S STILL ON PAPER. If you give one team a shotgun, either give the other team another shotgun or a flamethrower.
    • The only place you should NOT have alternate routes is directly in front of the flag. This promotes teamwork to break through a team which is just camping the flag. If the flag guy can escape without anyone knowing where he is, the cap is essentially guaranteed, and there is ZERO tension for the flag guy. Make it so the guy has to go RIGHT past where the enemy team is, creating tension. Tension is good. Tension = Fun. Why do you think people watch scary movies?
    Last edited by English Mobster; October 9th, 2009 at 12:54 PM.
    Reply With Quote

  5. #25

    Re: What Stock Map do you think has the Best Gameplay?

    your last rule sucks.
    best times ever were trying to sneak out of wtc bases with flag
    Reply With Quote

  6. #26

    Re: What Stock Map do you think has the Best Gameplay?

    Quote Originally Posted by Limited View Post
    Um, is that not what HIV did on wartorn cove every game? Camp the top beach and the teles.
    i never did that.... actually only a few hivers did, the rest of us were the cap masters on that map
    Reply With Quote

  7. #27

    Re: What Stock Map do you think has the Best Gameplay?

    Quote Originally Posted by blind View Post
    your last rule sucks.
    best times ever were trying to sneak out of wtc bases with flag
    Wtc still only has one main exit from the flag area, as you have to get out of the base and take a teleporter or take a vehicle out the same way you came in.
    Reply With Quote

  8. #28

    Re: What Stock Map do you think has the Best Gameplay?

    Quote Originally Posted by Freelancer View Post
    Wtc still only has one main exit from the flag area, as you have to get out of the base and take a teleporter or take a vehicle out the same way you came in.
    Uh.
    The top parts of the base.
    The main entrance.

    Then

    Teleporter.
    And then theres two alternate paths leading from both bases.
    learn to wtc
    Reply With Quote

  9. #29
    Senior Member
    Join Date
    Nov 2007
    Posts
    2,571

    Re: What Stock Map do you think has the Best Gameplay?

    damnation
    chill out
    dangercanyon (for pc)
    sidewinder
    Reply With Quote

  10. #30
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: What Stock Map do you think has the Best Gameplay?

    Quote Originally Posted by Kyon's Sister View Post
    ratrace, wizard, carousel, chillout, sidewinder and icefields were always my favorites gameplay wise.

    as far as what to look for, there are many things and you won't truly understand them unless you actually spend a lot of time playing the game. some things to keep in mind though:

    -ctf maps should normally have a symmetrical design, in order to the map being one sided (damnation). Slayer maps can go either way, as long as there isnt a major camping spot. There are however some cases (ratrace) where asymetrical design made it great for slayer and ctf.

    -flying vehicles (banshee) are terrible for gameplay, period.

    -rocket warthogs are the best thing to happen since sliced bread

    -any more than 2 teleport groups are confusing, and 2 different teles should never lead to the same spot (cliffhanger). its also best to try and design teleports to be out of reach of vehicles, personally been exploiting tele blocking for years and I hate it.

    -try not to create small chokepoints in big maps like grove final and wtc. as popular as the maps were, this is what really kills those maps (in a game with good people it IS impossible to cap.)

    -big confusing/complex bases are (grove, wtc >.>)

    -there should be less vehicles than players in your map

    -tanks are also
    Listen to this guy.

    Also rockets and FRG should never ever go on a map that's smaller than bloodgulch. Ever.

    In fact FRG should never go on a map period.

    edit-
    And derelict is fun too.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •