Biggest peice of advice for a mapper making a 5cp:
Interesting Mid battles are important. Final points should be defensible but not impossible to take, and decent to push out of once you defend it.
But more than anything else in the map, make the 2nd point FUN. 75% of the time in a good match is spent on attacking 2, defending 2, attacking from 2, etc etc. I think alot of mappers underestimate this, but it's a large part of why Badlands is awesome. All the cool jumps, flanking positions, airshot chances... almost all of it is in the 2nd control point area.
Collecting comp/map info
I might be making a 5P_CP or a attack/defend CP map (which is like g-pit)
I ask one question for right now.
*control points*(This mean the layout, surrounding area...ect)
- Whats good and whats bad?
shoot some ideas towards me, draw some layouts. I would like to know what comp play needs in a map.
tehn.
Interesting Mid battles are important. Final points should be defensible but not impossible to take, and decent to push out of once you defend it.
But more than anything else in the map, make the 2nd point FUN. 75% of the time in a good match is spent on attacking 2, defending 2, attacking from 2, etc etc. I think alot of mappers underestimate this, but it's a large part of why Badlands is awesome. All the cool jumps, flanking positions, airshot chances... almost all of it is in the 2nd control point area.
dont make it too confined or things will get spammy and scouts will hate it
try to limit the number of hard chokepoints or distance them from eachother so you dont have granary standoffs.
Alright taking notes down then, I'll be running around some maps today then and also taking notes.
thanks so far.
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