Take this survey plz Created 19 years ago2005-10-27 18:11:43 UTC by Rimrook Rimrook

Created 19 years ago2005-10-27 18:11:43 UTC by Rimrook Rimrook

Posted 19 years ago2005-10-27 18:11:43 UTC Post #144066
SURVEY:
Type the attribute than a number from 1 (low) to 10 (high) based on how important it is to you. Be honest.
Performance:
How well the map will run online/offline.

Graphics:
How Crisp and nice things look.

Size:
Overall size of a map.

Shape:
"Who cares, make it square!" or, "This map looks like a penis..."

Cover:
objects to hide (camp) behind.

Open Area:
General openness.

Halls:
The amount of halls.

Rooms:
Amount of rooms.

Flow:
easy to run around.

Verticle:
Amount of levels or up-and-down-ness

Obstacles:
Amount of jumping areas.

Traps:
Amount of traps.

Variety:
many different scenes or objects to spice up boringness

Style:
Is a theme vital to a map or not.

Easy Item Placement:
Availabilty to the greater of the items. Like Long-Jump and Gluon.

Weapon Range:
How far you need to shoot to frag someone.

Ambience:
Sounds and moving graphic stuff.

Player Count:
Amount of players a map should generally be made for.

Thank you for your time. :glad: :heart:
Rimrook RimrookSince 2003
Posted 19 years ago2005-10-27 18:29:34 UTC Post #144068
Performance: 10
Flow: 9
Shape,Open Area,Halls,rooms and Verticle: 8
Variety: 7
Easy Item Placement: 6
Player Count: 5
Weapon Range: 4

All of these stuff are very important but you asked me to grade them...
:tired:

Edit: Wait abit for I need to edit this post.
Posted 19 years ago2005-10-27 18:34:07 UTC Post #144069
EXAMPLE:
Performace: 10
Graphics: 6
Size: 5
Shape: 7
Cover: 7
...
and so on

Perhaps didn't make that clear :(
Judge each aspect seperately please, but that's cool that you ranked them. It is still VERY important input.
Rimrook RimrookSince 2003
Posted 19 years ago2005-10-27 18:35:20 UTC Post #144070
Damn it I hasn't finished. I know you wanted them sepertly but some of them are connected!
Posted 19 years ago2005-10-27 18:37:37 UTC Post #144072
Depends on what game the map's for!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-27 18:39:03 UTC Post #144073
let's think HLDM since many want me to map for that. sorry for not specifying that.
Rimrook RimrookSince 2003
Posted 19 years ago2005-10-27 18:56:48 UTC Post #144079
Performance: 10
Graphics: 7
Size: 5. Hard to say, depends on the number of players
Shape: 7
Cover: 8
Open Area: 4
Halls: 5
Rooms: 7
Flow: 10
Verticle: 9 (I like to jump off of things in HL)
Obstacles: 7
Traps: 10! <3 traps
Variety: 8
Style: 6
Easy Item Placement: 3
Weapon Range: 5
Ambience: 10
Player Count: 4-8

I hope this helps in some way
Posted 19 years ago2005-10-27 19:03:29 UTC Post #144081
here

(and yes im that lazy)

Performance:
How well the map will run online/offline.
5

Graphics:
How Crisp and nice things look.
8

Size:
Overall size of a map.
7

Shape:
"Who cares, make it square!" or, "This map looks like a penis..."
9

Cover:
objects to hide (camp) behind.
8(all but the best spots should be flankable, and the best spots should be a bitch to get to)

Open Area:
General openness.
7(super clutter isn't good, detail is)

Halls:
The amount of halls.
4

Rooms:
Amount of rooms.
5

Flow:
easy to run around.
9

Verticle:
Amount of levels or up-and-down-ness
8

Obstacles:
Amount of jumping areas.
3(to get the best camping spots and weapons)

Traps:
Amount of traps.
7(but make sure they are all well made and make sense with the surroundings)

Variety:
many different scenes or objects to spice up boringness
6(areas should be different, but not so much that they seem out of place)

Style:
Is a theme vital to a map or not.
7(entire map should stick to a basic theme, a reactor, a castle, a beach area, etc)

Easy Item Placement:
Availabilty to the greater of the items. Like Long-Jump and Gluon.
7(game is no fun if nobody can get them)

Weapon Range:
How far you need to shoot to frag someone.
5(various area size should be used, to give a ballace)

Ambience:
Sounds and moving graphic stuff.
9(ambience = good)

Player Count:
Amount of players a map should generally be made for.
depends on the entire weapon range and room size thing. large maps like (the one thats outdoors with the bounce pads and all[can't remember the name]) should be in the 32 player max range, while more cramped maps should be 16, and mini maps should be 8(and I mean MINI)
Posted 19 years ago2005-10-27 19:04:52 UTC Post #144082
Performance: 10
Graphics: 9
Size: 7
Shape: 4
Cover: 9
Open Area: 3
Halls: 6
Rooms: 6
Flow: 10
Verticle: 10
Obstacles: 3
Traps: 5
Variety: 9
Style: 8
Easy Item Placement: 6
Weapon Range: 8
Ambience: 10
Player Count: 8-10
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 19 years ago2005-10-27 20:28:59 UTC Post #144087
Performance: 9
Obviously, something that runs in frames per minutes doesn't work. When it plays smooth though, I don't really care if it could've been a few fps better or not.

Graphics: 9
I love beatiful maps, whether they play well or not. Just to look at. And while playing, I don't want to be disturbed by something downright ugly. Simple stuff, ok, ugly stuff, no.

Size: 4
Depends on the player count, the games speed

Shape: -
Don't really know what you mean, but I guess you mean square vs. round. Depends on the theme, the style, and all that. For me it's integrated with graphics.

Cover: 6
In a fast and frantic dm game, cover is less important than more 'realistic' games like CS or Battlefield. Still, it's nice to be able to duck behind a wall now and then... :)

Open area: 8
I usually avoid too open area's because it makes me an easy target, but a map shouldn't feel too cramped, or be just a serie of halls linked together. I want some space to dodge, too.

Halls: 6
These serve as connections between the hot zones for me. You need them to get to another area, and sometimes a fight can occur in them, but for me they're not the focus area's.

Rooms: 9
Just like size this depends on the player count and the game speed, but multiple rooms, or area's, add some variation. Don't forget their connections: rooms with 2 connections usually get boring faster than those with 3 or more.

Flow: 10
A part of the gameplay, this one is important. A map should ideally be easy to learn and easy to navigate, as well as being balanced so there's no places that are hardly ever visited. Encouraging players to run around is good in deathmatch too, I think. No camp spots with health, armor, weaponry and cover at the same spot. Seperating weapons and their ammo can encourage flow, or seperating weapons and health.

Verticle: 9
Another part of gameplay, vertical combat can be very fun. Hey, we've got 3D games now so why not use it? Being higher has advantages so it's also a tactical thing.

Obstacles: 3
Fast and easy movement is key. I don't play to avoid tiny obstacles, I play to get frags. To get a high-powered weapon however, you could make things difficult to provide challenge. It's the players own choice then after all. Though a too hard-to-get weapon might still be annoying.

Traps: 6
Not necessary, but when good executed these can be really fun. They can make a map stand out or break it. It can even give a totally different style of play, like crossfire does. That's almost king of the hill sometimes.

Variety: 7
Variety is important, but shouldn't get too distracting either. It shouldn't make the map feel overdone or inconsistent.

Style: 7
Not vital, but it can make a map stand out. I still remember Persian Letters, a hldm map that didn't completely got finished, but definitely had a very good and impressive style. It was as if I was in a Persian palace myself. It's the difference between good and excellent for me.

Easy item placement: 4
Depends a bit on the pace you plan for your level, I usually like the stronger weapons to be harder to get so the average lifespan is higher in the level.

Weapon range: 6
I like medium-range most, I'm often horrible with sniping but also with close-combat. Range is important, but varies from person to person. I think it's best to keep this varied, but maybe tend the map towards one end or the other.

Ambience: 9
Yeah, cool stuff that adds to the map. While not directly too important during a fragfest, I really like such extra touches.

Player count: 8 - 10
Probably the average amount of people a map should support, this is a flexible target count I believe.
Posted 19 years ago2005-10-28 14:11:10 UTC Post #144177
Performance: 10
Graphics: 8
Size: 8
Shape: 8
Cover: 7
Open Area: 5
Halls: 5
Rooms: 9
Flow: 10
Verticle: 9
Obstacles: 5
Traps: 6
Variety: 10
Style: 9
Easy Item Placement: 7-8
Weapon Range: 5
Ambience: 10
Player Count: 10
38_98 38_98Lord
Posted 19 years ago2005-10-28 14:22:19 UTC Post #144178
Performance:
9

Graphics:
7

Size:
6

Shape:
7

Cover:
5

Open Area:
5

Halls:
5

Rooms:
8

Flow:
10

Verticle:
5

Obstacles:
4

Traps:
4

Variety:
6

Style:
7

Easy Item Placement:
7

Weapon Range:
7

Ambience:
10

Player Count:
7
Hope this helps?

-DrMapper
Posted 19 years ago2005-10-28 17:31:46 UTC Post #144213
Performance:
0 - map to no limits

Graphics:
8

Size:
8

Shape:
9

Cover:
6

Open Area:
6

Halls:
4

Rooms:
4

Flow:
10

Verticle:
8

Obstacles:
3

Traps:
10

Variety:
0

Style:
10

Easy Item Placement:
5

Weapon Range:
5

Ambience:
3

Player Count:
8
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-29 02:48:54 UTC Post #144233
Performance:
6

Graphics:
8

Size:
4

Shape:
7-8

Cover:
9

Open Area:
6

Halls:
6

Rooms:
6

Flow:
9

Verticle:
1

Obstacles:
5

Traps:
8

Variety:
10

Style:
100

Easy Item Placement:
0

Weapon Range:
5

Ambience:
10

Player Count:
0

You're making a HLDM map, aren't you? Hurray! :D
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-29 11:05:15 UTC Post #144301
Turns out these are the ranks from highest to lowest

Ambience
Flow
Graphics
Style
Verticle
Performance
Shape
Cover
Variety
Rooms
Obstacles
Size
Weapon Range
Halls
Open Area
Easy Item Placement

the items at the top of the list will be considered more often when mapping. Thank you for all of your input!!! :biggrin: :glad: :heart: :nuke:
Rimrook RimrookSince 2003
Posted 19 years ago2005-11-03 19:03:14 UTC Post #145173
Dude, you forgot vehicles.
Posted 19 years ago2005-11-03 19:27:31 UTC Post #145176
Performance: 10
Graphics: 10
Size: 3
Shape: 6
Cover: 3
Open Area: 3
Halls: 3
Rooms: 5
Flow: 10
Verticle: 9
Obstacles: 8
Traps: 0
Variety: 10
Style: 10
Easy Item Placement: 6
Weapon Range: 6
Ambience: 10
Player Count: 10... 10 all the way...

Thats right... I find traps completly pointless (Unless you get stabbed by something... ;) )
Posted 19 years ago2005-11-04 09:41:38 UTC Post #145219
What map are you talking about? HLDM isnt specific enough.
Posted 19 years ago2005-11-04 09:42:52 UTC Post #145221
dude. survey is over. go home.
Rimrook RimrookSince 2003
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