General Forged Alliance Forever Mapping Survey

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Re: General Forged Alliance Forever Mapping Survey

Postby Morax » 26 Jul 2017, 16:29

This is not a full assessment but I noticed the general tend in responses:

1) Increase the reward for successful raiding.
2) Decrease reclaim totals so territory control is more important

Those 2 go hand-in-hand and are primary goals of mine.

This is good : )
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Re: General Forged Alliance Forever Mapping Survey

Postby Zsombi » 19 Aug 2017, 18:06

Asymmetrical maps are not troll maps to be banned but practically extinct challenger maps. Symmetric maps, even just partially mirrored ones get easily boring. They stop providing any form of geographical challenge quite soon regardless of which slot is chosen. Setons is a good example. Its terrain related gameplay is boring.

Nearly no one uses faAI markers and path nodes anymore. I would like to see more use for them, even on adaptive maps.

Gameplay is more important.
On small maps you might be constantly looking up close at the map, but on 20x20 and even on several 10x10 most players are looking at a war of the icons. It doesn't have to be all sparkles. However it should be visible where things can go through and up-and-down even from further away than the average base-building distance.
Don't overuse weather effects and such either, because it may noticeably slow speed, especially on old(er) systems (mine is a nearly 9 years old notebook with 4G ram total.. Frozen Blood for AI v2 gets it below -4 in less than 3 minutes with just 1 Sorian AI.. that's unacceptable). If you like heavy winds and sparkles everywhere, that's fine, but then be nice and upload a clean variant as well.

For 1v1 I prefer at most 2 directions to reach the other slot, either that or nearly/ completely wide open maps. such as Winter Duel or Theta Passage. Though in general I dislike those with only 2 slots. For Theta I actually prefer the 6p Ultimate variant just to have some slot choice variety.

There are quite a lot of restriction options in the lobby, so unless a map is a mission map (escort, survival, variable objective, etc.) there should be no built-in restrictions allowed. Nearly all Voodoo maps are like that and unless I edit their files I am stuck on them with unchangeable restrictions.


I nearly never play with people.. too slow connection. So AI it is. That's why my ire is so high for the many (in my opinion) actually unfinished maps widely deemed finished. I think no map is really finished until it has faAI markers and path nodes set up.

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