Awesome AGR Map Guidelines (draft)
Posted: Mon Feb 20, 2023 4:23 pm
[Disclaimer: This is just a draft. I'm going to be editing this over and over, and over, so your feedback/input/comments always welcome!]
THE BEST MAPS:
Must be fun to Defend, and fun to attack.
This means it should feel winnable, both as Red and as Blue.
There should be multiple great spots to Defend, not just one.
Those spots should be interesting, and attractive - somewhere Blue will want to spend time for an hour.
1. No mazes (being forced to make multiple changes in direction just to get through an area)
2. No confusion (multiple paths, multiple doorways, door textures which aren't doors, Window textures which ARE doors)
3. Red should be able to get from any respawn to the blue base in 10-30 seconds, no more, no less.
4. Must have at least one choke point
5. Must be realistically defendable.
6. Ideally, there should be secondary, longer, fiddlier path to the Blue Flag, so that even if Blue have 'locked down' the main entrance, they still have to deal with Reds who take the secondary path.
7. It is clear where a player has spawned, in which room they have spawned, which way they are facing, and which way they need to go.
8. Don't use the same texture for walls, floors and ceilings
9. Should be playable with 3 vs 3.
10. Not too similar to an existing map.
11. The flag holders exit path should have them go past/near Blue respawns, so Blue get multiple chances to stop them.
THE BEST MAPS:
Must be fun to Defend, and fun to attack.
This means it should feel winnable, both as Red and as Blue.
There should be multiple great spots to Defend, not just one.
Those spots should be interesting, and attractive - somewhere Blue will want to spend time for an hour.
1. No mazes (being forced to make multiple changes in direction just to get through an area)
2. No confusion (multiple paths, multiple doorways, door textures which aren't doors, Window textures which ARE doors)
3. Red should be able to get from any respawn to the blue base in 10-30 seconds, no more, no less.
4. Must have at least one choke point
5. Must be realistically defendable.
6. Ideally, there should be secondary, longer, fiddlier path to the Blue Flag, so that even if Blue have 'locked down' the main entrance, they still have to deal with Reds who take the secondary path.
7. It is clear where a player has spawned, in which room they have spawned, which way they are facing, and which way they need to go.
8. Don't use the same texture for walls, floors and ceilings
9. Should be playable with 3 vs 3.
10. Not too similar to an existing map.
11. The flag holders exit path should have them go past/near Blue respawns, so Blue get multiple chances to stop them.