tZork wrote:theres no sane maps that can handle 16v16 afaik. most are on the edge of chaos with 8v8.
tZork is right Dokujisan..
Another server 12 slot is enough rather then quite unplayable 20 player spam mess on ctf maps
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tZork wrote:theres no sane maps that can handle 16v16 afaik. most are on the edge of chaos with 8v8.
FraNcoTirAdoR wrote:Sepelio wrote:Huge maps, especially ones which are difficult to traverse are really really dull.
Also the engine handles huge maps.... well.... everyone knows howEspecially the open ones, just imagine this with a combination of 24-30 players, im not sure everyone has a nuclear powerplant under the hoods of their computer.
Dokujisan wrote:On my server, we play sometimes with 20 or so players (plus some spectators) and there are some maps that can handle that well. Not many maps, but some. A handful of dublpaw's maps can handle that number of players (go, trust, fighterbay).
Playing with a large number of players on a larger map is a different style of gameplay because you have to evade so many people, and you don't get to stack up on resources. I think referring to all games with a large number of players as a spamfest, or as pure chaos, is an oversimplification. You have to play the match differently to not get caught in spammy areas of the map. You have to do more with fewer resources.
Also, if there were a need for larger maps that are well thought out, then perhaps mappers might make maps for that purpose. Or, perhaps some existing larger maps could be "fixed" to give them better gameplay.
One thing MikeeUSA has talked about before, that I found interesting, was the idea of having huge matches (like 20 vs 20 or more) on large maps. That was the basis of some of his map designs, like opposing castles. I think the maps he created for that purpose mostly failed in terms of gameplay, but the idea is a nice one. I've often considered the idea of organizing a massive CTF match like this and having a couple maps designed just for this purpose.
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