View Full Version : Unsymetrical Maps??
GreatTit
04-23-2007, 03:56 PM
I am hoping with the map editor out people will make some maps that are not symetrical.
I sware that EA forget that maps can be balanced and unsymetrical.
I also want some maps that make using pure tank warfare difficult, maybe with small paths where 2 tanks would struggle to get through, or maps made on islands so that air ships can be sneakily flown around the back of an enemies base.
If i was good enough with the world builder i would give it ago, but its all a little too confusing for me..
A remake of hammer and sickle from RA2 for cnc3 would be so greatly appreciated by myself and my friends who play the game also...
Anyone else got some ideas?
some great ideas there, i actually thought of making some island hoping maps myself but i got lots on my hands but if i by some magic pull it off i might have something for the weekend. :)
jetbright
04-23-2007, 04:56 PM
I have 2 maps that ive made for like this, me and my friend use them for comp stomps,
http://img373.imageshack.us/img373/3571/closeencountersartbb9.th.jpg (http://img373.imageshack.us/my.php?image=closeencountersartbb9.jpg)
Close Encounters
http://img373.imageshack.us/img373/549/blitzticksarttl0.th.jpg (http://img373.imageshack.us/my.php?image=blitzticksarttl0.jpg)
blitz ticks
Based on Blitz tactics from C&C ZH (I loved comp stomping on that map).
if you like the look of em give em a try heres the link.
http://rapidshare.com/files/27568864/jbmaps.zip.html
Derek
04-23-2007, 06:27 PM
I am hoping with the map editor out people will make some maps that are not symetrical.
I sware that EA forget that maps can be balanced and unsymetrical.
Ha, good luck with that! Its nearly impossible to make a non-symetrical map that is balanced, its really not even worth trying.
I also want some maps that make using pure tank warfare difficult, maybe with small paths where 2 tanks would struggle to get through, or maps made on islands so that air ships can be sneakily flown around the back of an enemies base.
Island maps are not a solution. Those will just result in a stalemate because AA >> Aircraft, so no one can break through the defences. Maps with chokepoints aren't a great idea either, they encourage bunkering (which is worse than tank spamming). A better idea is to make a map with extremely limited income, so that players are forced to put more focus on their individual units and tanks become less dominant, although still not useless.
JBV3737
04-23-2007, 09:10 PM
Ha, good luck with that! Its nearly impossible to make a non-symetrical map that is balanced...
... A better idea is to make a map with extremely limited income, so that players are forced to put more focus on their individual units and tanks become less dominant, although still not useless.
I disagree, if you test and think your unsymetrical map enough it can be easily balanced, and if you can't do it, then well you just lack map balancing skills.
>extremely limited income... :wtf:, does not sound fun at all, each side having 20 tanks, what happens after that? nothing.......... :\
back on topic, I am making a very detailed 1v1 unsymetrical map, that will hopefully also turn into a 2V2 Add on version.
After the map I'm workign on, I'll be looking at moving up to three or four player maps, all Unsymetrical...
Derek
04-23-2007, 10:29 PM
I disagree, if you test and think your unsymetrical map enough it can be easily balanced, and if you can't do it, then well you just lack map balancing skills.
You apparently don't understand what the process of balancing entails. If you wanted to make a asymetrical map and you wanted to ensure that it was balanced you would have to release beta after beta and let pro players spend months testing it. You'ld be lucky to complete two a year, and thats assuming you have the full cooperation of the pro community, which is highly unlikely.
>extremely limited income... :wtf:, does not sound fun at all, each side having 20 tanks, what happens after that? nothing.......... :\
back on topic, I am making a very detailed 1v1 unsymetrical map, that will hopefully also turn into a 2V2 Add on version.
Maybe you read "extrememly limited" a bit too literally. I'm talking around 2 green tiberium fields per player with the default regrowth rate. If someone wants to spam off that they will be limited to 2 WFs for a medium length of time or 3 WF for a short length of time. These limitation would encourage them to pay closer attention to their units.
nuker7735
04-23-2007, 10:38 PM
it is easy to make a good balanced map, symetrical or not. it dosent take MONTHS AND MONTHS of testing to realize that the map is balanced... and yes, limited income would be a good way to limit tanks on the battlefield; and maybe encourage more infantry to flock to the battlefield.
Derek
04-23-2007, 10:49 PM
it is easy to make a good balanced map, symetrical or not. it dosent take MONTHS AND MONTHS of testing to realize that the map is balanced...
It takes months to know if its balanced, it only takes a few games (usually) to know if its imbalanced. Balance is a very complicated thing, you can't just slap things on a map, look at it for a few minutes, and call it balanced. It takes extensive testing at the highest level of play to know if its completely balanced.
Daishi
04-23-2007, 11:02 PM
You apparently don't understand what the process of balancing entails. If you wanted to make a asymetrical map and you wanted to ensure that it was balanced you would have to release beta after beta and let pro players spend months testing it. You'ld be lucky to complete two a year, and thats assuming you have the full cooperation of the pro community, which is highly unlikely.
Since when do you need the full cooperation of the pro community to balance an assymetrical map that the pros will probably be LAST to play? All you need is an understanding of game mechanics and a list of situational imbalances. (and of course SOME testing)
Maybe you read "extrememly limited" a bit too literally. I'm talking around 2 green tiberium fields per player with the defaul regrowth rate. If someone wants to spam off that they will be limited to 2 WFs for a medium length of time or 3 WF for a short length of time. These limitation would encourage them to pay closer attention to their units.
But Derek, would you rather have your 6 Scorpions vs. 6 Preds and various APCs struggling to get by instead of a colossal tank battle forcing its way into your base, where you can't just spam laser turrets to drive them off, you need to micro the WHOLE GROUP of Scorpions while preparing a counterattack and making sure you don't run out of tanks to drive them off? It just wouldn't be C&C3 if you weren't rolling cash. No floating, no choking, just constantly trying to outproduce and out-micro, no breaks can be permitted.
EliteGi
04-24-2007, 12:16 AM
There are many maps I know of that aren't symmetrical but are reasonably balanced (not maps for C&C3 here). Of course you can never perfectly balance a map that isn't perfectly equal for each player but with practice a map maker can make an unsymmetrical map balanced enough that where you start on the map has very little effect on the outcome of the battle.
Symmetrical maps, to be honest, are a bore compared to good unsymmetrical maps, even though they can never be perfectly balanced. Different environments around a starting position means variation of the style of play the user will adopt and so the gameplay will be more interesting over several battles. There are maps for Tiberian Sun that will force the player to use particular strategies in relation to his starting position if he is to beat a simularly skilled opponent. This may involve enforcing choke points, expanding quickly or preventing expansion of the other player with a quick rush.
Romav
04-24-2007, 05:00 AM
I'm in the process of making a map based on a real world location in Australia. It's going to be for a single player mission at some point, however as we are unable to effectively make single player maps yet I'm making it a multiplayer for the time being.
It is unsymetrical, however I'm not going to focus much on on balancing it. I will give both sides the same amount of resources/spikes but I'm not going to worry too much on terrain advantages.
Either way, I hope it's kind of what you're looking for. I estimate release within a week or two, depending if I can fit it in around work. It will be named 'Docklands'.
SgtRicko
04-24-2007, 05:32 AM
There are some maps I've seen that are asymmetrical and are pretty well balanced, such as the DC map in RA2, or the Amerigo from Starcraft. It's just a matter of balancing the advantages and disadvantages of each starting point (or in some cases, unbalancing) some positions.
BTW, a lot of TBS (Turn-Based-Strategy) games tend to host a ton of realistically made maps that sometimes deliberately drop a player into a beefed up or dangerous position so as to spice up the gameplay, so it's not unheard of in some games.
There are some maps I've seen that are asymmetrical and are pretty well balanced, such as the DC map in RA2, or the Amerigo from Starcraft. It's just a matter of balancing the advantages and disadvantages of each starting point (or in some cases, unbalancing) some positions.
BTW, a lot of TBS (Turn-Based-Strategy) games tend to host a ton of realistically made maps that sometimes deliberately drop a player into a beefed up or dangerous position so as to spice up the gameplay, so it's not unheard of in some games.
the only problem of the asymetrical map making process is the balancing of the map, and there is no way that you can balance the map so, that all teams have equal advantages, no matter what race they play
vBulletin® v3.8.3, Copyright ©2000-2010, Jelsoft Enterprises Ltd.