Re: Q (phtourney1) - BETA 2
Posted: Thu Sep 24, 2009 5:12 pm
I'm glad to finally hear what other people are thinking about Q's gameplay. I am definitely aware that the map is too open. My neighbors and I only fully realized this after the alpha and most of the geometry had been done, so major floorplan changes were not enticing. This is also the reason I threw the RL tele into the map. It was so easy to get pinned down there with absolutely no where to hide, so this was the only escape route I could think of. Wanting even more cover, I tried adding a small lower floor room under the YA with the bouncer going up behind the tower, but that created more problems than it fixed. Even the littlest changes take a lot of time to add when a map is in this state, so I eventually gave up trying.
I hadn't made the leap that openness reduces strategy, and little strategy means dull tourney play. I'm glad you guys have pointed this out. This seems to be the biggest lesson in gameplay the map has to offer. So maybe Q isn't the tourney map I had imagined; I guess I can live with that. It's still fast and unique and people seem to have a lot of fun playing it regardless. So let's start talking some FFA theory, because I want to fully commit to this new game mode.
Sock, I've been thinking a lot about incorporating the secret area as another main tier ever since you mentioned it a few days ago; I have no problem with cramming the whole secret into its first part. However, as you also mentioned today, I've already invested a lot of geometry in this map that I'm very happy with, so I'm going to need very good reason to make drastic changes. Right now there are some things holding me back.
1. The secret area is completely cut off from the rest of the map. You can't see anything else from there. It would need to hold some really inviting items to get people to go. I'm all for adding cover but this is maybe a little too far in that direction, almost unnaturally so, as if I was trying to find a cheap fix for the flaws of the other 3/4ths of the map.
2. Opening up the underside of the map through the floors is a potential framerate killer. Right now I've got it so that the detail down there is blocked most of the time, but that will change if I start adding dropdowns anywhere but off the sides.
3. This change is more of a tourney motivated one. In FFA mode, which I am now designing gameplay for, the problems outlined in #1 would only be exaggerated. Anyone who goes down there would have to leave all that action up above.
4. I'm getting a little antsy to kick this one out the door and start something new. I agree that it would probably be better to learn from this and move on.
Now for item placement...
I'm trying to think of ways to break up the MH/YA combo. What I'd really like is to have these two items on opposite sides of the map, which means one of them has to be where the battle suit is. I'll have to think this through more before I suggest anything, but I know I also want the lower floor to be a more frequent stop. It has a lot more cover than the other areas and if people navigated though the map this way more maybe they wouldn't feel so left out in the open. Perhaps a 50 health and a YA would fit, or some other combo that will spawn in often.
I'm also thinking about putting in a second SG or RL (maybe on the YA tower). Given the map's size, it might look a little silly, but it will probably need it for larger games. I wish I could add a totally different weapon but I don't see any candidates. PG isn't good in wide open situations and RG is way too powerful, as I've said before.
I'll probably post more later after more thought. This unforeseen change of events has actually brought new life to the map in my eyes. It's exciting to finally see some new possibilities for item placement! Especially after nothing was working for so long when gearing towards tourney play.
Thanks for your thoughts, guys - especially Sock, I can't tell you what a big help you have been in the production of this map.
-pat
P.S. "I'll play this one with 2 friends in the afternoon." Awesome! It's really cool to imagine other people actually getting together and playing my maps.
I hadn't made the leap that openness reduces strategy, and little strategy means dull tourney play. I'm glad you guys have pointed this out. This seems to be the biggest lesson in gameplay the map has to offer. So maybe Q isn't the tourney map I had imagined; I guess I can live with that. It's still fast and unique and people seem to have a lot of fun playing it regardless. So let's start talking some FFA theory, because I want to fully commit to this new game mode.
Sock, I've been thinking a lot about incorporating the secret area as another main tier ever since you mentioned it a few days ago; I have no problem with cramming the whole secret into its first part. However, as you also mentioned today, I've already invested a lot of geometry in this map that I'm very happy with, so I'm going to need very good reason to make drastic changes. Right now there are some things holding me back.
1. The secret area is completely cut off from the rest of the map. You can't see anything else from there. It would need to hold some really inviting items to get people to go. I'm all for adding cover but this is maybe a little too far in that direction, almost unnaturally so, as if I was trying to find a cheap fix for the flaws of the other 3/4ths of the map.
2. Opening up the underside of the map through the floors is a potential framerate killer. Right now I've got it so that the detail down there is blocked most of the time, but that will change if I start adding dropdowns anywhere but off the sides.
3. This change is more of a tourney motivated one. In FFA mode, which I am now designing gameplay for, the problems outlined in #1 would only be exaggerated. Anyone who goes down there would have to leave all that action up above.
4. I'm getting a little antsy to kick this one out the door and start something new. I agree that it would probably be better to learn from this and move on.
Now for item placement...
I'm trying to think of ways to break up the MH/YA combo. What I'd really like is to have these two items on opposite sides of the map, which means one of them has to be where the battle suit is. I'll have to think this through more before I suggest anything, but I know I also want the lower floor to be a more frequent stop. It has a lot more cover than the other areas and if people navigated though the map this way more maybe they wouldn't feel so left out in the open. Perhaps a 50 health and a YA would fit, or some other combo that will spawn in often.
I'm also thinking about putting in a second SG or RL (maybe on the YA tower). Given the map's size, it might look a little silly, but it will probably need it for larger games. I wish I could add a totally different weapon but I don't see any candidates. PG isn't good in wide open situations and RG is way too powerful, as I've said before.
I'll probably post more later after more thought. This unforeseen change of events has actually brought new life to the map in my eyes. It's exciting to finally see some new possibilities for item placement! Especially after nothing was working for so long when gearing towards tourney play.
Thanks for your thoughts, guys - especially Sock, I can't tell you what a big help you have been in the production of this map.
-pat
P.S. "I'll play this one with 2 friends in the afternoon." Awesome! It's really cool to imagine other people actually getting together and playing my maps.