BAD MAPS!!!! Please fix them before i get too frustrated!!!

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BAD MAPS!!!! Please fix them before i get too frustrated!!!

Postby esteel » Thu May 08, 2008 9:04 pm

Ok, i admit i'm a bit angry at the moment.. there was a time i really enjoyed and loved CTF but it seems to me that time is long gone. So a little sorry first!

Basicly there are too many maps out there that just SUCK but are getting played a lot. I think we have a problem that mappers create maps, server admins just put them online without second thought and players just vote for them again and again for what ever reason..
I know at least one of the famous ctf servers is also used to test the Nexuiz (pre-)releases and thus hosts a lot of maps to find possible bugs but that can't be the only reason.

Lets face it, not every mapper is perfect so maybe we need to be clearer in telling them their maps lack certain things and demand those maps to be removed from servers or fixed. I'm sure quite few of those maps did take a lot of time to create and i do not want to hurt peoples feelings but i'm at a point i'm hardly willing to get online because i do not want to play crappy maps and i think quite a few others feel the same. (The other problem that puplic CTF can't be expected to be really team oriented is an other thing..)

What makes a good CTF map for me: Having several ways from one base to the other which allows to outsmart eachother: the flagcarrier and the defenders
Having enough guns, health, armor near the flags, inside the bases to be able to defend the flag.
Having armor, health near the bases so attackers can stock up and attack.. or having smart people take them away from the attackers.
Having a quad damage or shield powerup that can help turn the tide
Having to FIGHT for the flag.
Making it worthwhile to be near the center of the map to help your team which means armor, health, some guns and the mentioned powerups

I already added some voting to my ctf map guide, i'll list some of the IMO worst/really bad maps that i recently played (there are quite a few other bad maps) in alphabetic order and would like to ask you to list what bad maps you think there are so we can try to avoid those maps online or get the mappers to improve them..


19mai: to cramped, bland textures, having to follow a stolen flag through the teleporter is just un-ctfy. Make it bigger, remove the teleporter (maybe move it into the small house if you wanna keep it), add more, interesting and worthwhile ways then just one between the bases

accident_v2: this one is special, its GOOD but the lift sounds all the time are REALLY annoying, i think on irc it was made clear how to fix them.. and i also was told that map has holes in the clipping allowing people to get outside. THATS just not accepable! Please fix both asap!

arboria: The same. the layout and visuals are GREAT but the item/weapon layout just is screwed. One has to play with at least 12 players due to the huge map but it feels like there are only 6 guns in the whole map and there is just no health/armor for the guys trying to defend the flag. The weapons in the base are uneven (well 2.4.1 might fix that with the new crylink). I also listed some ideas in the thread to the map but sadly torus is busy currently

Canoplasmaspam: This is just a electro spam map. Its broken by design and i take it was a fun on players to see how long they last till they vote for an other map. Server admins should just remove it.

Chasmv2: This one is just crampy, hard to move in and having that long way to fall down after getting fragged is just annoying. It seems like a map being made for Q3 maybe but in Nexuiz he models are bigger.. Make all the ceilings heigher, make all tunnels wider, make the spawn points at the floor, add some sign leading the way.

ftw / wtf: two (or four) bases with a straight way between them and hardly anything else, add some slime to get pushed into and some weapons. I do not even have an idea how to turn this into something other then the joke it seems to be

gravitate: The bases are basicly empty except for the flag, i found only one gun 'near by' which takes almost 15 seconds to grab and get back. It seemed too huge with no 'reason' behind getting from one flag to the other, no guiding, crazy teleporters and jumppads. Make the ways between the two maps meaningful and non-confusing, add weapons and items, make it worth to get 'outside' and maybe add some colors, arrows or other hints were to go

hourglass: A bit special too as this map is good but the clipping bugs are just bad, allow for hiding which can totaly destroy a good game. Please fix those asap!

pushmectf: I'd almost say its broken by design.. most people just use the laser on it, its hardly worth to pickup a gun, the map is too small for more then 4 players and one manages to capture only by luck if not getting hit by a laser or mortar

Slimepitctf: Too large for most players and esp. new players to know how to get from one flag to an other

spyglass-nex: I know were this map comes from and i like the layout of the map but it just does not work the same way in Nexuiz, you can get from the bottom to the flags with one rocketjump.. I think to really port this map to nexuiz one has to take the different movement and larger scale into account. Make the map larger and harder to get so fast to the flags and back again

towers: Maybe i just dislike openly accessible flags.. or i think this is just a bad idea in Nexuiz as its so fast thanks to the laser and various other movement settings. To some amout other maps also have that problem but here its to worst as you 'drop in high' due the jumppad/laserjup and are hard to stop and get away with a single laserjump. Maybe its the far away spawn points or the hard to access weapons that make defending also harder. Maybe it helps switching the armor and flag positions or removing the jumppad at the end of the map but adding several smaller ones at the sides?
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Postby Dokujisan » Thu May 08, 2008 9:29 pm

This is a very important topic. The developers are putting their hard work into improving the quality of Nexuiz, but the community is largely responsible for creating quality maps for all of us to play. Without quality maps, the game is limited.

I would like to propose some sort of (unofficial or official) standard method or procedure for introducing new maps to the community. The idea would be based on what I've seen some map editors do before:

1) getting feedback during the desgin stage
2) using the beta/rc1/rc2 testing process while placing the maps on official testing servers (I have recently set one up for this purpose)
3) getting input from the community BEFORE the map design process so the map designers know what the community is wanting/needing.

If the map designer wants to ignore suggestions, that's up to them, but then at least the community would have a chance to give some feedback BEFORE the map is released or possibly even created. Then we wouldn't have to have the situations where a map is released and then re-released with version 2 or version 3 only a week later after the community gives feedback to the map editor.

I can already think of a few good examples of this scenario where the end result are maps that have a lot of potential, but nobody plays them. Esteel mentions some perfect examples in his post above. Some are maps that have flaws, but people play them anyway. I'm not sure which is worse.

Any kind of standardization with map design, even as simple as having clearly stated map naming conventions (one of my biggest annoyances with trying to implement new maps or keep up with map versions), or worth its weight in gold, IMO.

As the Nexuiz clan community grows (in the US) we've noticed a serious lack of quality TDM and CTF maps for clan matches. Maybe now is the time to start doing what we can to create the maps that we really could use, with well thought out layouts for team-based play.

(gets off soapbox) :-)
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Postby Dokujisan » Thu May 08, 2008 9:31 pm

As a final thought....

this has got to interest map designers, because what good is putting all of that effort into a map that nobody ends up playing?
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Postby Dokujisan » Thu May 08, 2008 9:35 pm

Might want to move this to Nexuiz - General discussion or Nexuiz - Editing.
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Postby [-z-] » Thu May 08, 2008 10:04 pm

The Nexuiz Ninjaz map repo has a rating system in planning, this should help server admins decide what's best for their servers. In the mean time or in addition to such a feature, Dokujisan's suggestion of a standard is a very good idea.

However, I still think map previews and map shuffling (server admins) would drastically change the way the community votes. "wtf" is easier to remember than "cor_ctf_b4_3adsf_asdk43asdfsa" whatever the hell.
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Postby Rad Ished » Thu May 08, 2008 10:17 pm

Thanks for taking the time to write some stuff on Gravitate, I would find some sort of review system for new maps very helpful.
I'll work on the points you raised tomorrow. It's essentially unfinished but I was experiencing a lack of direction so i just whacked a load of items in it and published asap simply to get somebody else's perspective.
Last edited by Rad Ished on Thu May 08, 2008 10:29 pm, edited 1 time in total.
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Postby Dokujisan » Thu May 08, 2008 10:22 pm

Yes, definitely. Thumbnails for map voting would help. When picking maps, I think players often overlook better maps like ctctf6 in favor of horrible maps like king_of_the_hill because they don't recognize either of them by name, but they can at least read king_of_the_hill. If they had thumbnails to look at, perhaps they could remember the maps a bit easier.

I think some players don't even bother voting because they don't remember any of the maps by name.
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Postby torus » Thu May 08, 2008 10:26 pm

I agree that many people vote for maps by name. They think "Oh, WTF is a funny name, I'll vote for that."

King of the hill is an interesting concept, but absolutely awful in execution. It should be nuked and redone imo.
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Postby k0jak » Thu May 08, 2008 10:27 pm

I have to admit i am disgruntled as well, i do like fun-maps but not constantly.

I'll just say this AGAIN now, so i dont have to say it again.

if your going to do any Q3 / UT remake's..or even new nexuiz maps.

make them BIG ENOUGH for christ sake!!!!!!!!!!!! or atleast scale them up to a decent size if you port them.

actually im just going to list some key points also.

1) make the rooms, corridors..actually just make everything big enough to be able to maenouvere.
2) make various 'rooms' in the map this is TDM specific now, make some entrances easy to get in some not to hard, think about weapon placement when doing this e.g...electro isnt the best weapon but for a blind corner corridor perhaps put it in the room where its harder to get in..this room would have a powerup for example, so controlling it before powerup spawn is key.

Reason for 'room's' that are inter-linked such as final_rage (although this map is very small) is so that you can control them and control certain weapons and powerups..this adds to the teamplay factor)

the best map i can think of that demonstrates Some of this is dieselpower.

3) powerups baby! , these can swing the tide of games in both ctf and TDM and give the edge a lot of the times to the team that controls them the best.

I just starting to play some TDM now mainly 2v2 atm in clan games, still quite newbie in it with controlling areas this mainly down to nexuiz's lack of good team-based / orientated maps that this is not possible i hope it changes in the near future. If you want demo's how they can change a games tide ask me for some demo's on final_rage or stormkeep against Conquerors and you will see i have POV's from myself and kyre and trying to control the quad before hand and how it changes the game in gap of frags between each team (most of the games are very close).

4) If your going to make a CTF map make it player size specific, whats the point in making a 8-16 player map and then putting 4 weapons it? or no powerups? and then making it the size of an egg for 16 players.

5) try to learn more about item placement, if you want to contact me before hand go ahead and i will go over your map with you and give my ideas what should go where, and why they should, ask some of the more experienced gamers to help also and before you release your maps make sure you ask for proper feedback in the gameplay department.

6) if your going to make a map it doesnt HAVE TO RUN IN EVERY SINGLE GAME MODE POSSIBLE, you can make it game-mode specific.

so many maps i see can be 'played' in TDM / CTF / Domination e.t.c....no they can't all be played in ALL of those gamemodes, they just cant, so many just dont work properly.

some maps..and i mean a very very few maps can work in 2 game-modes, but when there made for 5 different game-modes its just taking the piss.

i get sick and tired of smacking my head on corridors when im bunnyhopping and coming to a fine halt, its annoying and irritating..the problem is slowly being addressed with new maps but it's still common in some places so thank you mappers who have listened to this issue.

when big enough maps are made people seem to think the scale is wrong or something, cause of the height of players, play any other game and you notice the maps are big enough, in nexuiz there is a common problem of making them too small....you have to remember you can laser around at the moment like crazy and the weapons give huge push..mappers dont take these things into consideration and most times you get flung into a ceiling all the time or a wall 2ft away from you.

and oh i better say this before i go.

nifrek did a remake of darkzone for the 'nanl' physics..i can run up the stairs as im circling...what i dont get is why in maps in nexuiz can i not hop up the steps in speed or stair ways..it just seems random / luck at times whenever i do it, is it to do something with bad clipping? i don't know but im sure that this is fixable if nifrek managed to do it with the remake, so im guessing this is possible?


sorry to nag on at mappers, because a lot of the maps that are produced are really nice and have good detail and graphics to them and some have definitely are good or have good potential, but there are way too many rushed maps around.
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Re: BAD MAPS!!!! Please fix them before i get too frustrated

Postby Parp » Thu May 08, 2008 10:54 pm

Indeed naming or renaming the maps could help, as example for me, I never vote for a map I won't recognize by name so except cbctf1 or mikectf, I don't vote for ctf6_q or 70mmwhatever, this is an issue

And facingworlds should have less nex god damn, and brokenworld is laggy and a bit broken (no pun intended), and there's a bit too much greatwall maps, stairs on irena ctf are very hard to climb (they stick ?!) blastedland is a bit slow (and too much nex but why not) begrot is too damn huge (and there's no HP/armor, or maybe add shield or fastiness or multiple quads to get faster)

One of my wonders : has a ctf map got to be symmetrical to be "good" i very much like minima which got plenty of armor ammo hp despite the fact that the red flag is much more easy to defend

well these were my first toughts, indeed a commission to test the maps should be created ;)
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