Mystere, on 17 April 2015 - 10:16 AM, said:
People keep harping about "well-designed maps". And so I ask, what is a so-called well-designed map?
Ideally the spawn point is inaccessible to people outside it, attacking enemies cannot get into it and players who leave cannot come back to it. Barring that, it's a heavily and easily defensible location that makes it untenable for enemies to even try to hold.
In a broader sense, a well designed map is one that offers a variety of options. In MWO terms it would be a map that offers avenues that are advantageous to both brawling close range mechs and long range set ups. Ideally, with a map is designed with it's game mode(s) in mind, it's lay out and the placement of objectives within naturally guide confrontations to important areas of the map without feeling forced. In Conquest for example, a well designed map would have the nodes set in locations that the players gravitate towards on their own because the map is structured in a way to subtly take you to those places. First engagement may take place at point A or point B but the flow of the battle naturally results in the second engagement taking place near point C, etc. Contrast this with what we have in our current conquest, where nodes have been arbitrarily dropped into maps that weren't designed with Conquest in mind (or if they were, were done poorly) and you see the difference.
Or course map design is only half the battle (so to speak), you also need objectives with some nuance beyond just "stand in the square". This is why Conquest is really a bad game mode to try with one life per round style game play. Typically you want to set up nodes to be strategic respawn points, providing tangible tactical advantages to holding them while also having that respawn location naturally encourage the flow of the battle. Outside of that, objectives that have actual consequences can be of great importance. For example if the CW generators were just lazily placed in a shootable location next to their gate - but somewhere else on the map - you could use them as an objective that can diversify fight locations, maybe even encourage splitting the death balls if more optional objectives are also included. Maybe, for example, you need to shut down the generator but also have mechs at the gate to open it before the generator comes back online.
Edited by Quxudica, 17 April 2015 - 10:41 AM.