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My experience is that maps with weird start boxes (Skulduggery, Valiant Saltscape, etc) are typically not broadly liked. In the case of Valiant Saltscape it is explicitly disliked by many people *because* of its non-standard start boxes.
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My experience is that maps with weird start boxes (Skulduggery, Valiant Saltscape, etc) are typically not broadly liked. In the case of Valiant Saltscape it is explicitly disliked by many people *because* of its non-standard start boxes.
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I don't think it is impossible to make a good and popular map with "interesting start boxes", but I think it probably requires subtlety. An unsubtle thing like "put a startbox on the other team's side of the map", as Skulduggery used to be, typically just leads to quick and unfun games mostly decided by blind rock-paper-scissors start position choices.
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I don't think it is impossible to make a good and popular map with "interesting start boxes", but I think it probably requires subtlety. An unsubtle thing like "put a startbox on the other team's side of the map", as Skulduggery used to be, typically just leads to quick and unfun games mostly decided by blind rock-paper-scissors start position choices.
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[quote]Maybe a long narrow map where both players start close together on the S corners, forcing northward expansion for both teams.[/quote]
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[quote]Maybe a long narrow map where both players start close together on the S corners, forcing northward expansion for both teams.[/quote]
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I
feel
that
this
is
likely
to
result
in
a
lot
of
cheese
games
and
the
north
end
of
the
map
going
largely
uncontested.
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6 |
I
feel
that
this
is
likely
to
result
in
a
lot
of
cheese
games
and
the
north
end
of
the
map
going
largely
uncontested.
Rogues
River
when
close
start
positions
were
enabled
was
a
bit
like
this.
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8 |
[quote]An interesting map idea would be where one team can start in NE and SW, while the other team can start NW and SE.[/quote]
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[quote]An interesting map idea would be where one team can start in NE and SW, while the other team can start NW and SE.[/quote]
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9 |
This seems more promising to me.
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9 |
This seems more promising to me.
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An alternative would be to add a teleporter between the two allied corners; this would make the idea viable for 1v1 as well. I am pretty sure that this can be done by copying some Djinn technology into the map itself without needing a separate mod.
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An alternative would be to add a teleporter between the two allied corners; this would make the idea viable for 1v1 as well. I am pretty sure that this can be done by copying some Djinn technology into the map itself without needing a separate mod.
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[quote]1) Maybe on randomly generated maps the startboxes could be somewhat random?[/quote]
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[quote]1) Maybe on randomly generated maps the startboxes could be somewhat random?[/quote]
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I think that making weird startboxes work well for a map requires conscious map design around those startboxes. It may be possible to modify the random map generators to employ the required principles, but I would not just slap non-conventional startboxes on the current randomly generated maps and expect to get a good result.
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I think that making weird startboxes work well for a map requires conscious map design around those startboxes. It may be possible to modify the random map generators to employ the required principles, but I would not just slap non-conventional startboxes on the current randomly generated maps and expect to get a good result.
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A related idea is to introduce some randomness to the start positions. I have made a few maps which employ this (in particular Rogues River and Faultline). Not sure that is quite what you are looking for though.
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A related idea is to introduce some randomness to the start positions. I have made a few maps which employ this (in particular Rogues River and Faultline). Not sure that is quite what you are looking for though.
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[quote]2) Isn't there a way now that we can get actual circular maps? I don't think we have any yet though.[/quote]
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[quote]2) Isn't there a way now that we can get actual circular maps? I don't think we have any yet though.[/quote]
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This technology exists. With a bit of mapmaking effort I believe an elliptical map (and presumably other convex shapes) are also achievable (as in, this requires no further changes to ZK itself). I have a couple of sketches for 1v1/small teams maps using this feature but nothing I have found the enthusiasm to turn into an actual working map yet.
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This technology exists. With a bit of mapmaking effort I believe an elliptical map (and presumably other convex shapes) are also achievable (as in, this requires no further changes to ZK itself). I have a couple of sketches for 1v1/small teams maps using this feature but nothing I have found the enthusiasm to turn into an actual working map yet.
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