View Full Version : Give me input on fun. Activate!


Reinforcements
11-12-2004, 02:07 AM
Ok, I want all the feedback I can get on what you think makes a multiplayer map fun. Think about different game speeds, (Fast or slow paced (eg: fast=UT2K4 / slow=rainbow six.))

Do you like big sprawling levels with random/lacking cover, or do you like small arenas with bunkers up the bung hole?

Symetrical? Asymetrical? Big? Small? Lots of vertical? Lots of horizontal?

I just want input. Give me your ideas of what you think is fun, and I may give you death in UT2K4 at the LAN, if I'm lucky.

DiscoDave
11-12-2004, 06:14 AM
Kinda depends on what game type. You talking about ctf?

Tha[\]atos
11-12-2004, 11:11 AM
CTF: symetrical, size depends on number of players but larger maps are better, more cover in the bases than in mid field.

DM, TDM: asymetrical, good speed, size depends on number of players, not too much cover, good circular routs (ie, red armor to megahealth to RL back to red armer)

Anything else: can usually use the guidelines above

jinx666
11-12-2004, 11:44 PM
Ok, I want all the feedback I can get on what you think makes a multiplayer map fun. Think about different game speeds, (Fast or slow paced (eg: fast=UT2K4 / slow=rainbow six.))

Do you like big sprawling levels with random/lacking cover, or do you like small arenas with bunkers up the bung hole?

Symetrical? Asymetrical? Big? Small? Lots of vertical? Lots of horizontal?

I just want input. Give me your ideas of what you think is fun, and I may give you death in UT2K4 at the LAN, if I'm lucky.

Size doesn't matter!

bloodseek
11-15-2004, 09:47 AM
an easy to navigate level with many areas that you can go, open like with some cover, one choke point for big chaos.

i usually like circular maps were the center is where the action is at! not too big, not too small, just enough that if your were walking outside the choke point you could end up getting spooked by walking round the corner to find an enemy