What makes a map good?

Callout to all those brainy hot shots:

What makes a map good? What aspects or design features in for example supply make it so popular in competition?

With enough decent answers & discussion a column might be coming up!
Comments
149
lots of places to camp and lean and it must be lotto
not complicated, 30 20 spawntime and not in some way like special delivery
good map for crossfire / nais obj
Supply is too fucking overplayed, I hate it now.

Rather play maps like adler, erdenberg, frost, ..
Grow some balls, you haven't even been playing it for a year.
Parent
I've been playing ET since 2004, don't feel so cool :(
Parent
erdenberg = shit
frost = corners
adler = lotto
Parent
Anything but Supply and karsiah.
Parent
karsiah +1, but supply? its awesome..
Parent
Thought the same a few weeks (months) ago, but now, I just can't stand to play it anymore.. It's like played in every-fucking-war. :s

And missile_b3 is a nice map as well. :)
Parent
Multiply not lotto-based objectives, no fucking corners only
- feeling of completeness, i.e. well textured and good geometry.
- limited number of possible routes
- balance!
Sounds like you have been playing adlernest_b1 for rtcw :DD

Ps: we did 3v3 against dusty and co yesterday on it, he liked it. So did zerom and wuff who came suddenly on pub server after it got released to test it

And yesterday we did 6v6 against fixed! (with ezbh)

Rtcw = alive
Parent
A DOSAGE OF PHOTOSYNTHESIS
digital trees, bushes and grass doesn't actually need photosynthesis to be there.

they don't actually grow you know, because they're not real :P
Parent
the name SW_Goldrush_TE
multiple entrances but not like scattered around (eg. supply first stage is one entrance for me cause it concentrates fire in one line), supply second stage therefore is better (east , west, main)
True. The cave should end inside flag building
Parent
say hi to erdenberg
Parent
look at supply first stage and then on erdenberg first stage. do you see the only difference? cave ends within flag building in erd. x)
Parent
cause the mapmakers of erdenberg actually listened to the community by doing so? :d
Parent
dunno,never heard this request any before. tho you sounded a little offensive, so dont get me wrong - I like that stage of the map :D
on the other hand, tunnel on supply has its advantage too - ability to nade middle-floor. just these mines there are annoying :D
Parent
nades can be easily dodged, easy to get shut down from person who watches tunnel from top, mines, rifle nade, nades.. believe me, tunnel is a deathtrap
Parent
glad you reminded me, I've been playing this game just for over 7 (?) years :D
it has its disadvantages, idd, but has its advantages too, as I said, nades (can be dodged, ye, but not always + when you are rifle you can place there some rnades they dont expect), provides relatively safe way to get in (upper tunnel is good, especially when you know how to work with it according to spawntimes), in 3o3 even more helpful x)
Parent
It must have a plenty of good ways to set up different, inventive defences, I think - but not too much crossfire rape spam as it quickly gets very annoying and is sometimes way too impossible to break. Also it shouldn't lag.

Then again, neither of those things exist in sw_goldrush_te and it still is a very popular map so I could be wrong.

E: Also, docrun objective is nice.
the name SW_Goldrush_TE
things you need to learn, to rush your enemy completely...
like the supply jump or the jump at radar side.

places where you can strafejump and gain massive speed.
Best map ever : Assault and UFO for rtcw ( et_UFO )
sadly the conversion of assault to ET really sux :/ work on it and u can sort out a great map

- 3 entrance max
- lean corner
- short spawntime
Most RtCW maps won't work with the fall off damage ET uses
Parent
sad but true except some like ice - village - base and ufo
Parent
even on ice it's kinda hard with the distance on hill or the stronghold/fortress :)
Parent
I could see village and base working but no one would give them a try because they are defensive maps.
Parent
ice is on ECC base will be on next :)
Parent
base used to be in the 6o6 ladders here years ago dont know who chose to take it out or why (maybe mg at northD:)

never liked village in et myself but there you go
Parent
Tbh i hated assault in the past but now i rly love it. In a match, at pmaying assault you can rly see if you work as a team or not.
Parent
honestly it exist 3 conversion of the map for ET but 2 are full of bug - door - walls - spawntime etc etc. Only 1 is really working but to launch the map its a bit laborious.

Someone need to work on it and we can have a really good map
Parent
Is this a hint towards me :xD?
Parent
Yes it is ^^ ur the only one who can do it actually
Parent
thats not true :p everybody can convert an et -> rtcw map or rtcw -> et, you just need a lot of free tiem
Parent
- Mostly outdoors
- 3-4 stages
- some hills and mountains etc. (not braundorf 0,0 mpitch style)
- atleast 2 possible ways of attacking (like radar CP and main)
- multiple defense setups
- not too many corners and small alleys
- chance to recap a flag or destroy cp (ice or radar)
- I personally prefer doc runs (either 2 doc runs like radar or doc run + other obj like grush)
- well balanced spawntimes and spawn ways/timing to reach certain spots (att+def)
- use of multiple classes
- stages a bit seperated from each other so defense got a chance to setup (like radar again)
- fast times around 4 minutes, average time about 6-10, fullhold 12-15

Just some random ideas. Probably forgot a lot of things.

Good maps: Goldrush, Supply, Radar, Ice (the setup, it's not that good in ET)
Bad maps: Braundorf (!!) and most of the other indoor/corner camp maps
+1 i hate braundorf too !!!
Parent
+ karsiah
+ bremen
+ hog_b12
+ missile ( 6on6 )
+ reactor
+ snatch ( 6on6 )
+ sw_oasis ( 6on6 )

didnt try sw_battery but looks like nice ;(
Parent
tbh railgun was a nice map aswell, but it would need some changes to make it competition map
Parent
I actually played quite a few matches on Railgun back in 2004 or something and most of the times it was a full hold at the depot or even worse in the allied (axis? attacking!) spawn. Also the trains are kinda bugged sometimes.

Though with some changes I agree, it could be nice. If the defenders couldn't drive the train back and no mines at the barrier etc.
Parent
yeap, the mines were pain in the ass, but the overall layout was good. imo axis spawn was too easy to spawnkill and flag(when axis had it) was kind of too close to the objective
Parent
Railgun with forward spawn ( where the train station is in the start ), after the first spawn you should respawn there. That way allies can setup defence, but axis will be able to put a lot more pressure on the defecese.

That would be something i would like, and with all the adjustments in the last couple of years and 5on5 railgun is hard to defend. In 2004 with all xp rewards and massive mines etc it was a lot easier. Another adjustment would be, make the train faster, or unable to get back.

With those few mines we got left, it's no need to remove them, you just need one guy to sacrifice himself to lift the switch. And at the depot yard you can get there from many different routes, so those 4 mines won't hurt a lot.
Parent
+1 , especially on the 0,0 mpitch style :)
Parent
*Outdoors
*3-4 Stages, where axis can put up a good defense on atleast 2
(I mean like Grush: First setup, than you've got the barrierdefense, but you might get rushed by allies so you can't set up, Gold defense is again a good setup, and truckdefense can be rushed/stable defensed.)
*Axis can gain ground again (like radar/frost/Bremen.. destroying cp/recap)
*Balanced ways into the objectif (I mean, not like delivery: First is open, second is corners, walls walls walls. Its more fun when you can attack true a tunnel, up, and also just main, like supply. I can't really explain this one well :)
*Not just one Bunker vs Open terrain (Delivery first stage)
* Tank or Truck has a fixed time to follow his route, that gives you calculations, time to setup, different possibilities.
*Docrun
*Maps where you need tax, Its awesome if you win a game by using great tax, and so win against a better-aiming team.

Etc..

Good maps: Grush, Radar, Supply (I like the stages and the chance of building up a good attack in different ways (west east main eastjump westjump mainrush etc), Oasis..

Bad maps: B4 & Delivery

e: didnt want to reply to you lol :)
Parent
- Around 2 ways to attack (so it's not confusing -> easy to get the map known, also playable in 2on2, 3on3)
- Stage based
- not to much hiding places (like maps where you can camp on roofs -> dubrovnik)
- not to big (long running ways)
- balanced
- fps !!! Should be stable not like stalingrad :P
the name Supply Depot
everything is ok if its not b4 or delivery
I don't understand why everyone loves supply.

Best maps in this game are goldrush and radar, also bremen is good.

Agree with urtier in most parts.
I was bored at school so I drew some maps for ET :D (
Missing many details) e.g: 1st pic, cp gate is missing.

image: 114
image: 115
You look sketchy bro
Parent
Of you could had some "fresh blood" to the ET maps, like Erdenberg or something, would be awesome :P creating a new map
Parent
am rly not that good of a mapper mate :) ive made some tj maps without having to worry much about fixing fps, making tanks move etc, also im an rtcw mapper and never mapped anything for et ;) and i doubt my map would get played as the et community only plays the same maps imo
Parent
Erdenberg is a potencial map, everything's possible :)
Parent
so your saying i should fix erdenberg :p ?
Parent
Nah, but u said
Quoteand i doubt my map would get played as the et community only plays the same maps imo


take Erdenberg as exemple, it starts to be played quite often now, so even if you create a new map, if the community like it, it'll be played more often etc.. so we still can create new maps and stuff :)
Parent
like the brainless people actually like erdenberg...
Parent
Yes, there is quite much people who like the map, also many haters, but hey, like everywhere?
Parent
im mapper, but im working on a map too atm
Parent
cool, but still everytime i say erdenberg is our map in a random war or mix people are like NOO not erdenberg "i dont know that map" "i dont have that map"
Parent
idk, playing it very often, had those reactions only at the start, when there was the beta 1
Parent
the second one is looking nice :D
Parent
your first pic reminds me to Radar alot from spawns and ways :) but i like Radar :)
Parent
because it does not rly require to be brained to be good there :)
Baserace is a good map :)
#baserace.et up for a match someday??? ;)
Parent
sure I guess :)
Parent
Would be cool ;)
Parent

- not too large like missile!
- Not too confusing with going back and forth doing objective here and there. Just make a clear line through a map of objectives that have to be done.

My favourite:
1st stage: Capable Flag/plant nearby that secures flag.
2nd stage: build/plant
3rd stage: docrun
- Default time to finish the map in a match between equal teams: 6-9 minutes, so a bit the same as grush/supply.


for every stage atleast 1 open route & 1 corridor/tunnel. Never make more then 3 routes, unless it's like the vent on adler on first stage or something that takes really long (spawnway on adler after cp build).

The routes should be somewhat apart or atleast so that it is not easy for the defense to chokehold both (unless it's a stage where you have to get docs/gold/parts). However, rotation must be somewhat possible.


the defensive structures in supply are brilliant:
- Either a house where bottom floor can be secured (need an objective there though because else it will be staircamp).
- Walls above plantable objectives always work great, however it could be nice to see the plantable be semi inside like the bottom route plants on baserace.



- too much corridors and 90 degree corners. This ruins braundorf for me, same pretty much goes for delivery but it's not as bad as braundorf.
- make the map too dark
- grass
- for me: tank (slows the play down too much)


- bushes
- crates (usually very usefull for defense against smg, certain death when the rifle comes in.)
- truck! (faster and still you need some nice teamplay to defend this, but also for the attacking team to move this)
- not too much scenery to keep fps high.
- atleast one (or two) parts where there is some use for a fdops -> open area or closed area where you need ammo to stay for a longer time. just for the record: i'm not a fdops.


- possible defensive build like wall next to keyroom in bremen.
- places for landmines

but yea, it's just my personal opinion :)
Bremen is nice, its just too flat imo. But I like the idea of it alot

Still Frostbite all time favourite eventho the obj room could be a bit bigger. and imo works better 6on6 than 5on5
imo bremen is a nice map too, the only thing ppl whined about that map in the beginning was that they had MG in that map and it was obv too powerful but atm it's a nice map with pretty fast times which imo makes it a "bad" map.
Parent
Imo should do something to Truck barriers or smth, since they are way too easy to destroy and really hard to rebuild
Parent
true, if the truck passes the 1st barrier the map is 95% lost
Parent
supply but no corners at crane or at upstairs
why dont we have a tree and rock only map aka square map with trees and rocks and you have to secure objective :d
fps would be soo low mate :p
Parent
why we got modern computers now and crysis is doing it with much better graphics
Parent
coz of a totally different engine
Parent
i think it depends on whether you are in a team or not to howe much you enjoy maps

for instance, when playing with Sweden ORDER BANANA (shoutout to those legends), my favourite map was probably radar, as i loved being able to whack out a fullhold and have a completely inpenetrable defense (especially on the last stage @ west radar) - its a brilliant feeling, spending ages working out tactics and practising with the same bunch of players and then it works out perfectly

however, when i am mixing i prefer maps like adlernest, they are generally more fun if you do not have tactics

but to be honest, its a bit lotto about whether a map will be good or not, but its good if you make it look nice and dont try anything too ridiculous (like axis attacking or smth)
lol why is axis attacking any different from allies attacking apart from the colours of the textures
Parent
i couldnt think of a better example :<
Parent
-multiple stages, so defence party is not losing the complete map by a single mistake
-spawns with 2-3 exits (doesn't seem to be usual these days :x)
-one fixed spawnpoint each team, and a shared one (such as the one on gr)
-in case of obj run a way that is by far shorter for the defending pary to reach the obj destination
-ways of 10-8 sec to the obj for attackers (on which they not necissarily have to pass defenders spawn)
-multiple ways to attack, whilst at least 2 have to be not easily coverable by a single person (such as small doorways), and one which has a direct disadvantage towards the others (west on supply, road to main gate on radar, middle gate oasis,tunnel oasis)
-avarge amount of obj you can camp behind
-different level of terrain, highgrounds (as on radar or supply)
-at some point open field (courtyard gr, cp supply, radar, oasis flag defence more or less)
Spawns like erdenberg_b2 last axis spawn is great
Just some thoughts (which could be horribly wrong):

- First stage ends with blowing some entrance, second stage should be a docrun.

- Two ways to attack. If there has to be a third way then the defence of it should be easily combined with the main- or side defence. ( Goldrush first stage, supplydepot last stage).
This third way should also be easily defendable on its own, think about a long narrow corridor or mines for example.

- More outdoors than indoors like Urtier said. Outdoor just gives a nicer feeling and it also gives space for creative minds, compared to the cornerleaning generation we have at the moment.

- Some anti m_pitch 0.015001 measures like hills or stairs. You can seperate the good from the great aimers by just speccing them on radar.

- Simple spawntimes. ( 30 & 20 for example)

- No option for the attacking team to just run over the entire map after one good push in the first stage. On the other hand no stages that are so far apart that it becomes a math game where the defending team just has to hold each stage for x minutes to win.
Some hybrid map would be good, like supply and goldrush where you can take the middle stage immediatly after the first one if you play it well.

- Minor side-objectives like a command post, a switch thats need to be turned on, a truck that needs to be repaired but cannot be defended properly.

- No swift or very long maps. Oasis is the prime example of double fullholds where Frostbite could be an example of a map being over in less than four minutes. The average time should be around 8/9 minutes.

- The option to cornerlean should be present in the map but not everywhere like it is in Delivery. The amount of places you can cornerlean in radar is perfect in my opinion, but maybe that's just because of my playing style.

- Multiple spawns for both Allies and Axis of which only one in both teams should be susceptible to spawnrape.

- This might be harder to realize but allow some trickplays. I'm thinking about a trickjump that gets someone to point A 10 seconds faster.

- Great open fields with a minimum number of places to hide, like Radar.


My two cents.


image: AwesomeThread
AND U CAN SEPARETE BELGIAN HACKERS FROM GOOD BELGIAN PLAYERS BY LOOKIN ON THEIR LANS!!!

ow wait, not...


but yeah i agree with you
Parent
QuoteYou can seperate the good from the great aimers by just speccing them on radar.


if you were looking for a map suitable best for aimers, delivery
Parent
Quote- Some anti m_pitch 0.015001 measures like hills or stairs. You can seperate the good from the great aimers by just speccing them on radar.

Uneven terrain is a lot better. Stairs are ridicilously buggy in ET. When you're descending them and trying to shoot something you can't hit shit because the game thinks you're constantly falling and you get the same amount of spread you do when jumping.
Parent
I'd expect to have lower spread in falling than in going down a staircase, at least that's the case irl :P
Parent
Well yeah, but still if you're walking down a staircase you can expect to lose almost every duel.
Parent
multiple stages so luck is not a factor. aim&teamplay should be the mainfactors :)

good example: supply
bad example: frostbite
luck makes a map so much more amusing winning by luck > winning by skill :p
Parent
A map which does not take away the fast is a good map.
[3v3]

supply is popular because everybody knows roughly how to play it (not many knows how to play it for real though)

delivery isn't because only a few teams know how to play it, first stage is a bit irritating at times tho :l (but unique!!)

i mean, if you take some random mix of random EC players for a random 3on3, only maps they can barely play is gr adler supply and that's about it. those are the maps considered 'good'..

delivery is also a good map but that won't help because people can't play it nor theyre arsed to prac it. the same goes for anything new, nobody cares whether the map is great or awful if it's new. likes of escape, hog and whatmore could become next supply if players were even slightly interested in new maps and practicing them.
just give the new maps a go if somebody has seen the effort making them - _-

on the topic: map is good (liked) if it has several stages which cannot be recapped easily (supply), elevation differencies and is varying. i dunno, just map another supply with different terrain ._. or a image: 7417068

[/3v3]
cant say i agree on deli there.
first stage is hardly unique. its like supply (maybe a bit harder to def bottom entrance cause of lacking cover space tot he left and right) but with longer ways to get there for defender. thats why we dont see the first stage being held for that long.
Parent
it's actually relatively easy for axis to hold 1st stage, even for +4mins. eventually if the oppo keeps even an average pressure on the axis fops will run out of charge. it's unique coz of sniper actions atleast! guess beach first def could be a bit like deli 1st stage :d
Parent
we used to paly with scope (or MG) on supply back in 6o6 times. 5o5 kinda changed that.
ur argument just goes to show how little supply first stage is balanced.
Parent
Quote[3v3]
:p
i havent played deli much in 5v5 but i think it's horrible
Parent
yes and no. in 3on3 everything is timing as for building the controls, getting gold and delivering it to the loading area takes quite some time (running forth and back) and give the defense room/time for spawns and making up for their mistakes. a good 3on3 defense on deli is very hard to beat. just too many chances to get it right for the defense.
in 5on5 you have more of the attacking team avi to be rapeing instead of running for the obj part of the game.
Parent
of course you have the gold with you every time you attack and then from office to truck it takes 3 seconds or so. if axis gets a fullspawn it's often a gg, enough time to deliver both crates. most people dont play wise with the obj and make silly button/truck calls which could eventually cost the game especially when attacking
Parent
if the defense gets fullspawns they should loose.
thats the essence of ET to me.
get stupid fullspawn or dont communicate enough so aeveryone selfkills should lead to a loose.
if it doesnt matter how many soldiers are on the field i could just go play cod4 where i pwn everything while my team idles the spawn.
Parent
3 routes of attacking.
3rd route not as much of a d-tour as on grush.
3rd route not as close as on 1st stage supply top.

like braundorf. 3 seperate ways, a side only used for 5o5/6o6, chance to recap, not too long way from spawn to objective, enough edges (but not as campy as deli), 1 cap (OR blow = "do they have engr?"-comms) and 1 blow objective, [...].

to this date i still dont understand why people love supply so much as it is a pretty aweful map to attack on against skilled teams. too many tight spots with no alternative route.
whenever supply is 2nd map it will go to a 3rd cause its gonna be fullholded twice.

e: i read tho that slowing elemets (like the truck on supply) are wanted so that a single mistake does not loose you the game. i could not agree less with that. i want people to have to think about how the game is going at all times. if you think ur uber cool and u need to backrape and stuff to get ur k/d going you better be rambo or ur gonna screw up the whole defense for your team. this is the way i want it to be.
not some "do whatever you want" style game.
you defend your position responsibly, communicate frags, downs and enemy movement -> you win
you go all "call of duty" on their ass -> you loose
this is (teambased) ET afterall.
ake adler for example the reason people call it "lotto" which it actually isn't is the reason why it is so good, you can keep fighting until like last 20 sec of the map, even less if you are a good strafer. There's always a chance of winning and always a chance of losing, in maps like supply or gr you need roughly 1.30 on the clock for the last stage to move truck and how bad it feels when you lose with 1 sec and you can't do anything about it because the truck doesn't move faster, in adler for example when you have docs, you always have a chance to strafe better or do some last second trickjump or i've even won with 0.1 sec because a clanmate pushed me to the transmitter, it's much more fun to spec and play :P
Blowable truck, it would go faster with full power-bar, though wouldn't totally breakdown.
Parent
+ on adler
intense map with no room for fuck ups.
Parent
works on rtcw like a charm too!
Parent
It's ABBA in RtCW though! That's hell of a difference if you get to play a shorter map twice!
Parent
in a good way right?

btw on rtcw version ive added the pipe door controls, which means the map would take a tad longer and even more balanced imo

also st is 30 / 30 unlike on et 30 / 20
Parent
Yeah, absolutely. I love that system and I wouldn't mind if ET takes it in (not playing anymore atm, but still I'd like it)

However in RtCW your longest maptime is 10 minutes if I'm correct and in ET you got 15 minutes on some maps. So it could get a bit long for some people. Also it makes people think of different ways to attack or defend as some teams might develop some counter strats quickly. Atleast from my little RtCW experience that was mostly the case (well, in theory... :P)
Parent
yes thats true,
but still, i think this pipe change is pretty good, but if it wouldnt work i could easily remove it since i figured out how to make teamdoors work on rtcw, which was the original problem why i made those pipe doors in the first place, but it seems this is also good even if allies can go through the basement door

but i'll make the 3 teamdoors at docs obj really that allies cant get through

and about doing obj: played 3v3 yesterday and dusty beat us at 2mins time so if you fuckup you still got pretty short time :p
Parent
Yeah but the major problem we had here in the US and it continued in ET for a long time is you played 1 map 3 times. Even in the final it was a set map like beach or ice or base. The best thing about ET I feel is that there are 2 maps played and when you get into the playoffs the teams can usually choose their map. It maybe could work like, adler adler FLIP.
Parent
Some time ago I wondered if it was enjoyable to mix maps, copy-paste-style.

You would took the first stage of radar, breach the main / side and it would lead to tc_base routes and you continued from there. For example.

First stage from reactor, breach the gate, then it would go supply after that.

Etc etc. Maybe make a megamap, ride the truck through supply to get the ammo (whoops, it says "gold" at the crate) to the tank, it would blow up the wall in adlernest.

Carry on.
do grush till end and then after the gates you end up in the allies spawn with truck at supply then you need to continue from there :p
Parent
would be really cool i think :)
atleast for publics ;)
Parent
wouldnt be possible tbh but lol
Parent
why?
hunkmegs error?
Parent
youd need like 6 axis spawnpoints or so :p dont even know if thats possible lol
Parent
Gief back ET_village in the mappool loved that map :'(
Railgun with some modifications.
goldrush
fucking port some Q3 CTF map, rather play that than delivery.
sorry but just a quesiton

why do you hate the map so badly ?
Parent
it's just an overall boring map to play that's all :p
it's a small indoor map with lots of leaning and camping, the terrain is so limited unlike supply and goldrush where you got so many routes and areas. On delivery after grabbing flag you could essentially hold your crosshair straight and move it from side to side and be succesful which is hilarious. Some people seem to like it but I have no idea why. So I guess I'll have to live with it.
Parent
Quote<reVeal`eiM> what kinda column do you intend to write anyway krosan?
<krosan> none lol
<krosan> i tricked them


:XD
Tell him he's a faggot.
Parent
I personally like the most these parts. supply first stage, sw_gr first and last stage and radar last stage.
I'll name you some good maps: radar, sw_goldrush_te, supply, sw_oasis_b3 (or _te, no idea) and this erdenberg (or something like that).
Adler seems to be okay.

Long time ago I played a map called 2guns (on Efterlyst) and it was really enjoyable.
What makes a map good? It's logicness it has, for me.
easy headshots
need something like that rtcw-supply (flag -> cp -> docrun)
- trickjumps
- multi class map (covert satchel, command post,...)
- based on teamplay
b4 = pure skill
outdoor + indoor stages
shortaimranges + longaimranges
mines
now these restrictions leave a mapper with just so few possibilities :D
Parent
makes it easier :D
Parent
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