Criteria for a good map - discussion

Started by chrizZo
04/03/2010 14:26
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chrizZo04/03/2010 14:26

I want to have an impression about what you care of, while playing through a kreedz map. I will not explain this any further, because I just think it needs no explanation. You can also relate your post to XJ's system and view.

I will start with my personal opinion.

I do not care about the design. We play a ten years old game and the reason for that is its gameplay. I love the physics, the engine, the movement and the tactics in aiming. The only thing I seriously do not care about is graphics.

I love buggy, unrealistic, unstructured, random and arbitrary maps. Also shortcuts are always unique and special. A nice architecture is good as well, also it is more about the jumps itself.

In my eyes a "good map" can not be defined. Also mappers can not build such classics as like golbhop or gigablock on purpose. These maps build itself, randomly.

So guys what do you think?

beuhnoix04/03/2010 15:20(edited 04/03/2010 15:21)

Personaly I can't explain what I love in a Kreedz Maps.

Imo best kreedz maps are old school (xj_mountez; 4floors; kzse_toonworld; cellblock.) w/o a specific ambiance.. Just fun to play.

I can really see where I jump and I can make a good run on these maps.

We don't care about uber mapping D:

DiDo-Grecord holder04/03/2010 15:25

Long easy maps without wallbugs and good fps , some oldschool textures and dunno maybe without shortcuts :-)

omilo04/03/2010 15:28(edited 04/03/2010 15:29)

I'd also have to say that design of the map has become less important. If the jumps are good enough, then I don't even look at how the map is designed. All I want is good fps, fun inovative jumps and decent ambience.

I can't say that I like buggy and "random" looking maps. That kinda annoys me since it shows that the mapper was a bit lazy and didn't really care about the map. So having the map look ok isn't a minus at all. Although it should be almost the last priority when mapping, imo.

Fliborecord holder Tournament #204/03/2010 15:56

I like maps which are enjoyable to jump and don't rape my eyes. Length is a very important factor also as well as the feeling of heights. Good mapping as in no wallbugs is somewhat essential.

Unique and innovative jumps that are not repetitive are always nice to have as they are rarely to be seen nowadays. Funnily, same qualities apply to textures: Unique, innovative and non-repetitive.

It's nice to see effort in the map in terms of design. Well-thought architecture is a very good add to a map's quality. What I want to see is innovative solutions to hide the imperfections of the old engine. I'm talking about innovative texture usage, bug-free vertex usage (nope, I still haven't seen a single map with well done vertex job for environment, so go for it) and quite some other stuff. I don't like looking at texture bugs or maps that look like they're someone's first map (e.g. tri_complex). If that would be considered as the ideal design, there would be tons of bland maps like that. It would be hard to see fast if the mapper is skilled or not skilled, has he used effort or has he not? It's a great way of prejudicing to just look at the map.

While aesthetics are nice to look at, jumps indisputably should be the number one focus in mapmaking. Unfortunately, this very important section of kreedz climbing hasn't evolved for years. I like to see creative out-of-the-box jumps in kz_ maps. It's horrendous to look at mappers that do a great design and put a lot of effort in it, but after that is done, they just apply a few jumps where you just have to run and jump straight to make it classified as a kreedz map. And rarely I see a solution where the architecture of the map is used as a part of the jumps. In this case, architecture limits jumpability. It should be the other way round; The jumps should be thought of first and then creating an environment around them. This is a lot more interesting than creating an environment first and then adding jumps. For example, have you ever drawn a comic? Would you first draw the speech bubble before knowing how long the text inside it would be, or would you first write the text and then draw a bubble around it? (Tip: Latter is more efficient) In this case, the text would obviously be jumps and the bubble is the environment.

Those are just some of my thoughts.

Puppey04/03/2010 16:20

i like only hard maps, that's my only criteria.

koukouz mapperrecord holder04/03/2010 17:03(edited 04/03/2010 17:05)

Good jumps is the most important thing in a kz map, but still when I read your posts it looks like the look of the map is almost useless... I think that plain maps with squary rooms and no structure aren't interesting to play. Just look some maps on cosy climbing and you will understand the difference between very old xj maps (which are meant to be ugly most of the time), it's still one level up. We shouldn't encourage mappers to build ugly maps without ambiance with good jumps only.
I also think that a theme isn't needed (with theme I mean something like a temple, so a cave, a cliff etc arent meant as themes for me)

So, in my opinion, a good KZ map is a map with fun jumps (a mix of KZ and bhop is the best, if the bhops aren't a too important part of the map // also big blocks are often more fun to play), a structure (which means that the rooms are not bot big hollowed squares, some pillars in it to fill it in, etc...), an ambiance (lights, shadows, few sounds, and for some theme maps, few models).

TlofT04/03/2010 17:16

idc about looks, a simple theme is enough (ie not random textures added in) jumps are 99% of the map, 1% is plz no wall bugs, i hate them. they can kill the best of maps depending on the jumps (like if easiest way is to pre along the buggy wall)

rad04/03/2010 17:44(edited 04/03/2010 17:46)

For me maps need better skill level progres fx: i would see kz_synergy_x or somethink like that.

akkord mapper04/03/2010 18:17(edited 04/03/2010 18:18)

pure speed maps where you can rush through and pull out epic combos, a lot of dducks fast little strafejumps (not like degyptianez cause it fails being a speedmap) more like boxedout

also more really hard challenging maps

Supa04/03/2010 19:25(edited 05/03/2010 18:27)

If every jump is unique and challenging. If there's no shortcuts.


Still waiting for plane's bhop map to be accepted.... Why hold the community back rather than pushing it forward? makes no sense.

kREWAN04/03/2010 22:51(edited 06/03/2010 13:08)

I would have to say a map with uniqe jumps like Supa said, lovley bhop combos. Maybe a shortcut but not a big one (risk_compound, bkz_wallblock*) that destroys the map. I like when the map have nice looking textures and of course a high fps (risk_compound is imp for me) the size doesn't matter at all as long you "always" can beat the map in that way it'll be famous and that's fun (:

That's my favourite map !

TheCracker05/03/2010 02:14

1) New, interesting jumps (Like the slidething on one of the cgturnier maps)
2) Cool atmosphere
3) Jumps that fit into the map (Not blocks where you ask "Why the fuck is there a block floating in middair)
4) No bugs (Wallbugs -_-)
5) Balanced (Meaning not easy - extreme - easy; either you make an extreme map or you don't, but extreme jumps in the middle of a speedrun map just suck)

The rest is personal taste, I like hard, long map the best, but I know many people like 2-minute shortmaps very much too

deus?05/03/2010 10:05

Pure extreme maps, thats what I like with alot of unique jumps. Being a longjumper I don't really like short speed maps, however they are good for warmup ;] sandblock2 and dimblock are my favs at the moment. Nice looking and including alot of fun jumps. Too bad there are not many extreme maps getting released nowadays ;[ And dunno why, but I love block maps instead of default climbing ones.

lagster mapper05/03/2010 10:33

it all comes down to flow!

kafds05/03/2010 11:22

Originally posted by LAGSTERRrRkz[a
]
it all comes down to flow!

k a f f e e05/03/2010 12:48

maps you understand even if you play them the first time. i hate standing around looking for the way... only if thats the case the jumpcombinations are truly unique and worth to remember.

maps with the same difficulty all way or at least not way harder jumps at the start/end. you have to be able playing them "fluently" without any fear for unbalanced single jumps (not including shortcuts)

maps with a original style, they can even have different themes for different parts but the mapping style (textures, architecture, environment ect.) gotta create a catchy ambient throughout the map

perfect kz map: cellblock

nerv.05/03/2010 19:25

i think jumps are more important , the ambience go after =)

kz[a] Hazard06/03/2010 06:07(edited 06/03/2010 06:07)

I assume this thread relates back to a similar discussion we had the other night chrizzo, and i believe there is no style of map that can satisfy a large, or even moderate portion of the community.

I think it all comes down to expectations, and as you oh so wisely said "mappers cant build such classics as like golbhop or gigablock on purpose. These maps build itself, randomly." - yet people are expecting mappers to produce them release after release. I myself, enjoy the newer maps (deathvalley / lostworld / problock etc) - It's all about playing that map as an 'individual', learning and creating the combos that make the map fun instead of comparing it to other classics.

I personally agree with lagster - fun maps come down to flow, perhaps a call for more jumping enthusiasts to become more involved in the map checking - ie. not only checking for texture bugs and whatnot (which is how it appears to be currently) but also for map combos / what jumps don't fit in with the flow of the map etc etc, of course I'm ignorant on the technicalities of mapchecking so feel free to disregard.

spr1n mapper06/03/2010 13:48

agree with chrizZo that good kz map cant be defined.

tho popular map has to be interesting, and interesting jumps are at first place here ofcource, but its look should have a minimum acceptable level.

most old maps got popular because there were not much of them and had nice jumps. for example cellblock is bright map with enough of jail theme at respawn and the rest map is all about good jumps.

I would say nowadays maps should have good combination of quality and jumps. as I noticed kz_forgotten is more popular than kz_megablock, because it has more interesting architecture and its not that monotone I guess, tho I find kz_megablock's jumps more interesting

also I belive some unique things can make map popular. those can be shortcuts, architecture, jumps etc...

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