Who has Spr1n's records?
Originally posted by TlofTOriginally posted by deus?Originally posted by FoFTake a look for Gods sake http://img37.imageshack.us/img37/3741/shortcutsareyoukidding.png
I see tetris!
i'm stuck on the avatar pic.
but don't a lot of maps look like that? many lines doesn't separate the good from the bad does it?
True. I'm not sure what this screenshot is trying to prove.
Have you guys ever tried mapping?..
Please don't say sensless speeches when you don't even know the difference between a rectangle-based map (like most of maps out there) and a map which is based on triangles (with non-square mountains, tunnels etc)
Brief answer to TlofT's question:
NO, a lot of maps don't look like that, and it is way easier to navigate and edit maps where the ground is plain, when almost every object out there is a rectangle, when while playing it you see actual route just because there is nothing else to see... I can give you lots of 'easy-mapping' examples, but i just don't want to offend mappers.
Lets just end this discussion here, cause we go way too much offtopic. A seperate thread is needed in this case if you want to discuss.
hazard so you think no map should have a shortcut? this is your idea but someones like SC on the maps =)
Dnt like do it better.
Originally posted by opaHave you guys ever tried mapping?..
Please don't say sensless speeches when you don't even know the difference between a rectangle-based map (like most of maps out there) and a map which is based on triangles (with non-square mountains, tunnels etc)
Brief answer to TlofT's question:
NO, a lot of maps don't look like that, and it is way easier to navigate and edit maps where the ground is plain, when almost every object out there is a rectangle, when while playing it you see actual route just because there is nothing else to see... I can give you lots of 'easy-mapping' examples, but i just don't want to offend mappers.
Lets just end this discussion here, cause we go way too much offtopic. A seperate thread is needed in this case if you want to discuss.
You're right, this doesn't belong on this topic (what's the topic about anyway ._.?). I don't want to offend anyone so I won't make a new topic about it either, so bleh, I guess I can't share my opinions with you :(
The reason people make good-looking maps with boring gameplay is because of the community. People always whine about the looking of the map and if a great looking map finally comes out, they start flaming about the jumps. So what do you really expect from the mappers? To have a Crysis 2 looking map with goldbhop alike jumps? Imo ghat is the best looking cs map ever made among with wanderer.. even though I don't like the jumps and I have a low fps on it. So before you decide to critize a map, think about what you really expect from that.. you can't get everything in one.
And sorry for offtopic, I just wanted to say my opinion.
EDIT: And I guess fof meant that you really can't suck at mapping if you're able to make such a map with his picture.. and yes, the jumps don't matter, everyone can make square blocks in hammer and then release a map that everyone plays - does that mean you're good at mapping? Don't think so..
i wouldnt be too worried about going offtopic in a thread that is asking for a wr demo mere days before its release - it was heading for a lock the day it was opened
so, if you can make a map that everybody plays - then yes, you are 'good' at mapping - and thats the issue i have. people seem to equate mapping skill with architecture and design. However for me, mapping skill comes down to how well the map flows, linking combos etc - and always making sure there are many ways of doing things that will improve a 'run' by small fractions (to keep people aware that the time can be beaten and endeavor to do so)
so what i mean by that is, that no matter how technically you make the map (all this 'rectangles' and 'triangles' shit - as you can see i dont know anything about mapping) doesnt make it a good map, it just makes it easier to look at.
Well, lets be honest, this is a 10+ year old game, the graphics are pretty shit, and a map will never look good compared to the environments that can be created in the newer games today. In saying that, i dont believe it should be the focus of the maps people are making. Sure, take pride in how your map looks, i dont want bkm_problock variations coming out every few months, but i also dont want kz_ghats coming out all the time either.
its not making triangle-based maps or creating the ultimate environment that makes a good mapper, nor is it creating the best combos (although i would prefer that) - its finding the balance that truly defines a great mapper.
agree with hazard although i think 32 looks pretty damn nice. a better layed out space2, if you will.
No, you can't be a good mapper just because everyone plays your map! It's like you're good at sports just because you have lots of fans.
A good mapper can connect everything that's needed - a good architecture and design with a good gameplay, which means a mapper that is able to build a square hole with 10 blocks in it only can't be a good mapper - even if everyone likes his map. So yes, you're right about the balancing (but I still gotta admit that architecture and design are more important in mapping).
But yeah, whole the community can't like the same map only. Mapcheck team and mappers care about the look and bugs, recorders about the jumps.. you can never make a map that everyone likes.
Peace :)
maps need a bit more testing eh?
Since it is obvious that this demo is not going to be the WR and thus it will be lost, uploading it is not such a bad idea.
my demo doesnt contain fastest sc option anyway and there is a thread with kz_ghat shortcuts already.
so I belive this thread reached its logical end...