Eagle XI Posted January 3, 2018 Share Posted January 3, 2018 It seems most maps are shaped similarly. One 'main corridor' in the shape of an U, two bases that are an stonethrow away placed next to each other yet are seperated with impassable terrain, an side route for infantry, most maps dont even have an alternate route of attack outside of infantry flanking. Why we dont try something else in map design for an change ? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted January 3, 2018 Totem Arts Staff Share Posted January 3, 2018 as i say to every post like this... the tools are there carry on and make a map 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 3, 2018 Totem Arts Staff Share Posted January 3, 2018 He even made a tutorial on how to do it! I suggest attempting to make a map at least once; doing what the devs do really puts things in perspective and allows you to appreciate what they do more. 1 Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted January 3, 2018 Share Posted January 3, 2018 Most maps are based on original RenX maps too. XMountain has no excuse though. Tunnels ain't a U, or Snow, Mesa, Whiteout aren't U's, Volcano technically ain't a U either, neither is Canyon actually... or Walls... Complex... Field and Under are U's... Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 3, 2018 Share Posted January 3, 2018 U's are actually a pretty good shape for Ren-X maps. You can elongate the field for vehicles while at the same time making the map relatively small. Having a short infantry path is usually ideal. If infantry paths are too long, they tend to be ignored, a good example of this is the outer path on Training Yard. Quote Link to comment Share on other sites More sharing options...
AlienXAXS Posted January 4, 2018 Share Posted January 4, 2018 Sure it would be nice to have some variety by creating non mirrored/U shaped maps, however: Mirrored or U Shaped maps really help towards balancing, each team has a similar entrance/exit point for their base either for vehicles or infantry - because of this I would assume that making a non mirrored/U shape map could cause gameplay mechanic issues in terms of fairness. Quote Link to comment Share on other sites More sharing options...
Henk Posted January 4, 2018 Share Posted January 4, 2018 Canyon is basically a U, so is Xmountain. Reservoir, Goldrush, Lakeside and Crash Site are also U's (Lakeside being slightly different because of flying vehicles). Volcano, Mesa and Training Yard are O's. The U shape is the most common but there's plenty of variation. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff yosh56 Posted January 4, 2018 Totem Arts Staff Share Posted January 4, 2018 Everyone forgets Eyes, Arctic and Glasses Also, GoldRush isn't a U.. It's pretty much a straight shot. It's an O if anything. Quote Link to comment Share on other sites More sharing options...
limsup Posted January 4, 2018 Share Posted January 4, 2018 54 minutes ago, yosh56 said: Everyone forgets Eyes, Arctic and Glasses No wonder... They've been pretty much out of rotation since last summer... On 2018. 01. 03. at 3:04 PM, Eagle XI said: Why we dont try something else in map design for an change ? See Paradise. It's more like an ∞ 1 1 Quote Link to comment Share on other sites More sharing options...
CoreDefender Posted January 4, 2018 Share Posted January 4, 2018 Already plenty of alternate maps under Downloads > Levels Paradise is a nice one that is completely different from the other levels, there is also Forest and Outposts that are not U-maps You would need to get the main servers to add more of them, but they probably won't because most players will have to use the IGDL to get them. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted January 4, 2018 Totem Arts Staff Share Posted January 4, 2018 Servers should go back to forced map rotation, so we actually get to experience more than 3-5 maps in a session. I know people have put alot of work into the maps and its a shame when the majority of people don't experience it because a few regulars only like 2 maps. 1 1 Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 4, 2018 Share Posted January 4, 2018 If you want to see new maps added to the game, go and play test the ever living shit out of them. Organize play test sessions with multiple people, play an actual game on them. Record what you find, show the map developers what needs to be fixed, and then show the lead devs that this map is good to go. The devs and server owners arent going to add incomplete, or non play tested maps to the main servers. If you want to organise play sessions on new maps, ask @Fffreak9999 or @Madkill40 or @campinjeff on discord, to set up the testing server for you and your friends. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted January 4, 2018 Totem Arts Staff Share Posted January 4, 2018 (edited) On 3.1.2018 at 3:04 PM, Eagle XI said: It seems most maps are shaped similarly. One 'main corridor' in the shape of an U, two bases that are an stonethrow away placed next to each other yet are seperated with impassable terrain, an side route for infantry, most maps dont even have an alternate route of attack outside of infantry flanking. Why we dont try something else in map design for an change ? I think this U form is a good for improving the balance of a mao. If you have no map advantages it depends on the skill and coordination who wins and who doesn't. Ofc not all maps are balanced perfectly through the differnt characters and tanks from both factions, but I think as a map developer it is the big goal to create something where both teams have the same chances, so both teams can have as much fun as possible. Edited January 4, 2018 by Luhrian Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 4, 2018 Totem Arts Staff Share Posted January 4, 2018 6 hours ago, CoreDefender said: You would need to get the main servers to add more of them, but they probably won't because most players will have to use the IGDL to get them. That's not necessarily the case. We have setup the download system that downloads at a more normal speed. However, there is light compiling, which people may think is a bug or whatever and exit the game. Also, we don't have a 100% working way to force downloads of maps. IE: Map ends, people choose Outposts. Everyone who doesn't have it then is disconnected from the server. The only way I can think of making this work is adding the map files in some packages and attaching it on a mutator. However, this would increase loading time for players and I am not sure how it would affect the ability of some people to join. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 4, 2018 Share Posted January 4, 2018 Is there any way for the game to force the download of the map after being kicked from the server? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 5, 2018 Totem Arts Staff Share Posted January 5, 2018 2 hours ago, Gliven said: Is there any way for the game to force the download of the map after being kicked from the server? Reconnect to the server Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 5, 2018 Share Posted January 5, 2018 @Sarah! I'm not asking for myself. Im asking if the devs could implement a system to force the download upon map change if a player is kicked for not having the map. Or am i asking too much? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 5, 2018 Totem Arts Staff Share Posted January 5, 2018 1 hour ago, Gliven said: @Sarah! I'm not asking for myself. Im asking if the devs could implement a system to force the download upon map change if a player is kicked for not having the map. Or am i asking too much? I'm not extremely familiar with that side of the code, but I would imagine if it was that simple it would have been done already. It may also be that they have more important things to do, I am not very sure. Quote Link to comment Share on other sites More sharing options...
Guest Gliven Posted January 5, 2018 Share Posted January 5, 2018 13 minutes ago, Sarah! said: but I would imagine if it was that simple it would have been done already. Fair enough, but someone has to ask the dumb questions. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted January 5, 2018 Totem Arts Staff Share Posted January 5, 2018 (edited) 53 minutes ago, Gliven said: Fair enough, but someone has to ask the dumb questions. ¯\_(ツ)_/¯ No question is a dumb question in my opinion. That's just my train of thought, I could be completely wrong Edited January 5, 2018 by Sarah! 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.