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map design (now in KoP)

 
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tiburon



Joined: 26 Sep 2012

PostPosted: Fri Apr 11, 2014 4:23 pm    Post subject: map design (now in KoP)    Reply with quote

Reed wrote:
i've been thinking about it!

http://forginghalo.wordpress.com/2013/10/05/forging-for-the-playlists/

quote about a bad map:
Quote:
These guys are only good at playing a specific kind of Halo...you know, the linear aggressive one, where maps like station 9 provide great gameplay and competition between who can push forward the most. They enjoy that reverse tug of war bullshit. They excel at it, because it's the only form of Halo they understand, because most of them are probably between the ages of 18-21 and Halo 3 or Reach was probably their first Halo game. They see a map that doesn't have 2 bases, a middle structure and 2 towers and get confused...they literally have no clue how to approach it, familiarity is gone and now because they have to use other skill sets that they've never used before or because they simply can't do something other than push forward....the map sucks. Look at Damnation in Reach, one of the greatest maps in Halo history...it was hated by a lot of the same guys who complained about the ark or ender because of the lack of familiarity and the fact that "linear aggression" does not work on a map like Dammy. The weapon layout was terrible, but it was still Dammy...a map where you had to control key areas if you wanted to succeed...not just kill someone and keep holding forward till you see someone else. These guys had no clue wtf to do on the map...they were clueless and didn't have the skill-set necessary to succeed on it so they labeled it as trash, which is fucking blasphemy. They didn't understand not being able to charge a team who had green control because of the lack of a bunch of open areas that allowed easy access to that part of the map. They didn't understand spawning at Red and instantly being in a inferior position compared to the team on top, they were so used to spawning in their base...which was on the same level as their opponents so they weren't really at an advantage...they didn't understand verticality and how to manipulate it to their advantage...everything has to be on the same plane for them to succeed or it's trash.

Having Station 9 as a part of competitive Halo settings should be a slap in the face to anyone who's ever played or watched competitive Halo. The map is that bad. A map like that gives Quake and Unreal players the ammo to say "Halo sucks...it's not as skillful as our game". Just look at it, it's 4 sides with a bunch of tubes/tunnels connecting to a middle area with the only power weapon on the map...rockets. There is little cover anywhere and once you see someone it's shoot or die, while walking forwards or backwards. There is very little strategy to playing the map. It's push them back or get pushed back while trying to capture extraction points with the occasional rocket grab every 3 mins. Players are limited to either forced teamwork or having to move in straight lines (forwards or backwards) to their destinations. You can't be creative as an individual on a map like this...you can't be sneaky...they know where you are coming from every time, each side (except top mid) has two access points...left or right, choose your faith brah. The lack of powerups and other power weapons means it's strictly a BR fest for 3 mins till one teams get the rockets and the other team is put at a severe disadvantage for a bit, because fuck putting more items on the maps to promote movement and more individual plays..let's hold hands and BR for 15 mins. I hate everything about the map and what it stands for in todays competitive halo. I hope it dies with Halo 4...along with midship it's remakes and every other generic map.


map in question http://www.youtube.com/watch?v=irNe4RbPBDw


Reed wrote:
A lot of this stuff seems to operate on a subconscious level; for example, being able to intuitively and immediately orient yourself. I always know where I am on Construct:


... because there's that highly-visible gold lift, and I never have to consciously think about orienting myself - I just know.
http://forginghalo.wordpress.com/2013/10/20/orientation/


Rei wrote:
People I have played Halo and other FPSes with throughout the years have all had a small number of levels they select exclusively. Level design is one of the most important things, yar.

Station 9 seems like it forces you to play Halo as you would Call of Duty: Frequently on the move, stopping to camp at times, pointing your gun at every exit you can so you won't have to waste time swiveling if you see them. You have to keep trying to anticipate the few angles the enemy could be coming at you. (It's never too many angles, usually, because CoD.) Alternatives to such playing methods seem to include standing in a general area and trying to peek around a corner just enough to get a shot through. Lob grenades around each corner, because it's all narrow and close. They're camping anyway because the map sucks, so work the angles.


shnozlak wrote:
This is really solid, make this in KOP


Reed wrote:
If a mod could move this thread to KoP, that would be awesome! I made it here as a test of interest mostly

Rei wrote:
Station 9 seems like it forces you to play Halo as you would Call of Duty: Frequently on the move, stopping to camp at times, pointing your gun at every exit you can so you won't have to waste time swiveling if you see them. You have to keep trying to anticipate the few angles the enemy could be coming at you. (It's never too many angles, usually, because CoD.) Alternatives to such playing methods seem to include standing in a general area and trying to peek around a corner just enough to get a shot through. Lob grenades around each corner, because it's all narrow and close. They're camping anyway because the map sucks, so work the angles.

In 2005 someone gave me the advice to "play Halo like a horror movie," i.e. check every LoS. The problem with Station 9 is really that it's a series of tubes, and tubes being what they are there's usually one way forward and one way back. If you're turning a corner your strategy is basically "near corner or far corner". And of course the default option is to spam nades, making the corner unlivable - but you have no flanking options either! CoD makes these things work because the kill times are on the order of 0.2 seconds, so you don't get prolonged engagements and firefights. CoD maps also tend to be good about offering multiple LoS options.

One thing I'm still looking for is good map analysis of Counter-Strike. I want to know why de_dust is so good


Reed wrote:
There's this thing: http://www.pcgamer.com/2014/03/07/building-crown-part-one-the-first-look-at-the-next-big-counter-strike-go-competitive-map/

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tiburon



Joined: 26 Sep 2012

PostPosted: Fri Apr 11, 2014 6:17 pm        Reply with quote

An underappreciated facet of map design is respawn mechanics, if the game has them.

Here is an example of spawn mechanics adding to metagame.
Quote:
Meta is hang em high when Im down by camo 55 seconds into the match and my partner dies and I have to decide whether to go for camo and give him a terrible spawn in the open or take the time to go to bottom ramp to random him out and risk not getting the camo.

Meta is when I'm on the other side of that at top blue and I throw a nade at the random spot and either kill the guy going there for the spawn trick, or force him off the spot so his teammate comes up there. Or I can just try to kill him as he goes for camo and nade the spawn on the other side. Asuming he goes for cam and gets it, meta is now when I have to decide whether or not to get the easy kill on the spawner and risk letting him get rockets without contest or me focusing on trying to find and kill that camo dude before he gets rocks.

That is like TEN SECONDS of a single h1 match.




Camo is the invisibility powerup in the top left (the blue dot under the ramp). "Top blue" is the lower left structure with the tunnels underneath it.

It may be desirable to eliminate spawn camping, or to encourage it as part of the meta. http://forginghalo.wordpress.com/2013/12/28/static-spawning/
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tiburon



Joined: 26 Sep 2012

PostPosted: Fri Apr 11, 2014 10:53 pm        Reply with quote

Example of spawn manipulation in a match:


In Reach, the game tries very hard not to spawn you in "dangerous areas" (determined by where you die). RyaNoob uses this knowledge by committing suicide, spawning himself (and a teammate) behind the pushing enemy force.

0:06 "I'm gonna... kill myself at top blue to get us red spawns"
0:20 (I don't think that's gonna work) "Oh I got it" (Wow, that's the nerdiest shit I've ever seen)
0:37 Flanked+confused enemies get cleaned up, Red Team takes the hill
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tiburon



Joined: 26 Sep 2012

PostPosted: Fri Apr 11, 2014 11:08 pm        Reply with quote

composerzane wrote:
http://www.postdesk.com/creator-of-de_dust-dave-johnson-interview

http://games.parsons.edu/2012/04/de_dust/

http://news.esea.net/index.php?s=news&d=comments&id=10541

He doesn't collect a damn thing from having made the map, huh? On the one hand it's unsurprising, on the other it's pretty fucked up.

will read and comment at length
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tiburon



Joined: 26 Sep 2012

PostPosted: Sun Apr 13, 2014 7:32 am        Reply with quote

interesting to know he didn't think too hard about testing from the sound of it... i also didn't know it was known for being a very biased map

everyone always talks about doom level design so i was wondering if yall could give some examples
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tiburon



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PostPosted: Mon Apr 14, 2014 4:34 pm        Reply with quote

i've been learning some tactical jumps recently. Guardian sniper tower level 1 to various places. The intended route is through S1, up the ramp to S2. You can also go halfway up the ramp and jump to S2, since the back is open (no wall). However, there's a couple of unintended ways to slide up the geometry and bypass the expected route.

S1 to S2, left side: http://www.youtube.com/watch?v=UUftMNZ92us
There's also a right-side method that an XBL friend developed yesterday, no vid though. So with this you can trick a guy who's watching his radar from S2, expecting you to come out the ramp, when you actually jump up behind him for an easy kill.
You can chain it, S1 to S3, and surprise dudes hanging out up top: http://www.youtube.com/watch?v=5IMMtgOzk6Y
You can even jump off an invisible ledge on the tree to go S1 to elbow, get the jump on dudes hanging out there: http://www.youtube.com/watch?v=eSTY61MG7hw

another big one is Gold 1 to Gold 2, bypassing the lift. You can actually jump up off all 4 corners, and people will expect the lift but won't expect any of these. anyway there's a bunch - top blue to top mid, G1/bottom mid to top mid, a roundabout top mid to S2.5 to surprise dudes checking for sniper at S3, etc etc.

to bring it back to map design, balancing for this stuff must be a bitch. I know certain jumps are blocked off in certain gametypes by making invisible walls and the like. at the same time, it's an example of evolving meta that an interesting map can facilitate.
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tiburon



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PostPosted: Wed Apr 16, 2014 7:51 pm        Reply with quote

Here is the sb podcast about FPS level design that relates to this thread:
http://forums.selectbutton.net/viewtopic.php?t=31866

There's some slander in there about Halo 2 but you can ignore it, only half the levels are crap
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tiburon



Joined: 26 Sep 2012

PostPosted: Wed Apr 16, 2014 8:32 pm        Reply with quote

Like I said, only certain levels! Certain key encounters in various levels are designed like crap. (Sidenote: People say the Arbiter levels suck. This can easily be reduced to "Halo kids don't want to play as the alien", but if you actually look at the level design, you'll find that the Arbiter's levels just happen to be the ones with the less-interesting encounter design and arbitrary gatedness. The stupid cagefight in the middle of Oracle with the Flood jumping out of the vents comes to mind, as does the end of Sacred Icon->Quarantine Zone which is just "kill things until the game tells you to stop".)

I could break it down level by level, but for now I'll point out the levels that excel in giving you interesting arena "set pieces" (to use the term in a non-CoD/HL2 sense) - essentially, small sandboxes with a variety of interesting toys in them.

Cairo Station (roughly comparable to the interior bits of AotCR from Halo 1 in terms of its focus on room-by-room combat)
The Arbiter (heavy emphasis on CQC and cover/camo management, especially on legendary)
Delta Halo (best level in the game, fantastic wide-open areas with ample vehicles/cover/strategies. the one with the waterfall canyon area if you remember)
Regret
Gravemind
High Charity

I think the prevailing #sbopinion has tended to remember the mediocre bits and forget the areas it does well. Its lategame is particularly strong in giving you wider spaces and interesting geometries to roam and engage enemies.
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tiburon



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PostPosted: Thu Apr 17, 2014 1:20 am        Reply with quote

Yeah I dig it overall! Provided some input into DOOM design, monster gating etc.

I was actually thinking about the comparison of Counter-Strike to Halo as far as map control. In the latter it's driven by powerups and weapon spawns, and it seems to have been a major dev goal to try and smooth out the inequality of power positions over time. Whereas in CS map control is dictated by the terms of engagement themselves: 1 life, asymmetric objectives, near-instant kill times. You have to be on point with your map control because if you aren't you will get punished hard by someone who's watching the corner you just ran through. Whereas Halo will let you run around and engage on relatively equal terms, but when that snipe/rockets/overshield goes up then you're in a world of hurt.
(In CoD there's effectively no map control, you spawn with your loadout and run around twitch shooting stuff so you can call in OP killstreaks and kill more. Correct me if I'm wrong but the closest thing I can think of is camping with shotgun, and even then you can run around with dual 1887s no matter the map. CS seems to avoid this by making every loadout/buy fairly even on a macro level, while being so punishing that you're forced to care about the map. maybe if CoD was 1-life then you'd see the same, idk)

Maybe someone else can provide some insight into the line you could draw between the set of Quake/Unreal/Halo as far as different visions of the powerup-based arena shooter. I haven't played the first two but I def feel like I missed out on something by being too young when Unreal was big, the meta of a game where every weapon has a secondary fire must be crazy to learn/develop/behold
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tiburon



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PostPosted: Thu Apr 17, 2014 2:11 am        Reply with quote

CubaLibre wrote:
Reed wrote:
(In CoD there's effectively no map control, you spawn with your loadout and run around twitch shooting stuff so you can call in OP killstreaks and kill more. Correct me if I'm wrong but the closest thing I can think of is camping with shotgun, and even then you can run around with dual 1887s no matter the map. CS seems to avoid this by making every loadout/buy fairly even on a macro level, while being so punishing that you're forced to care about the map. maybe if CoD was 1-life then you'd see the same, idk)

This isn't exactly true. CoD map control is largely spawn control, kind of like that stuff you posted about Halo earlier. Since the game is CS-lethal, it's usually a who-shoots-first contest, which means flanking is king, which means you have to know where your enemy is coming from and how to cut them off. That's why the minimap is such a huge part of the game, and also why items that control the minimap (silencers and Ghost-type perks) are also a huge part of the game. Experts dominate pug games through map awareness, not twitch - though twitch certainly helps.

Killstreaks are annoying and for scrubs but their efficacy is overrated. They all have simple, highly effective counters and the meta usually shifts to support loadouts with those counters.

Speaking of 1-life, CoD has such a mode, and it even has bombs/sites exactly like CS. It's called Sabotage. It's not popular online, but I think the hardcore competitive scene, such as it is, actually focuses on that mode.

Quote:
Maybe someone else can provide some insight into the line you could draw between the set of Quake/Unreal/Halo as far as different visions of the powerup-based arena shooter. I haven't played the first two but I def feel like I missed out on something by being too young when Unreal was big, the meta of a game where every weapon has a secondary fire must be crazy to learn/develop/behold

Quake 2, 3, UT, and UT2k3/4 were all right in my halcyon days, but again I'm not much of a competitive FPSer (the thing I was biggest into was TFC). Watching top-level 1v1s and 2v2s of those games is insane.


I gotcha thanks for the clarification. As you can see I don't know much about CoD lol. I hear the competitive scene has to put major restrictions on loadouts to get to some level of competitive balance? Like class designations
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