The ultimate Metal Map

The ultimate Metal Map

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

The ultimate Metal Map

Post by Andreask »

Image

This is the perfect metal map.

The bigger the spot, the more metal, obviously.

This layout forces you to expand to the middle, but you cant play king of the hill, scince you cant control most of the metal without trampling on your enemies feet.

However, if you control the middle, you will be at a tactical advantage, being able to flank in 3 directions, possibly gaining the metal of the upper or below lanes.

Decimators map "Road to war" has a metal map actually using this design.
Of course, his layout is not exactly like this, scince this is the abstract scheme.

But "Road to war" plays very challenging and with many different tactics possible, mostly due to the metal layout following the design above.

Its the perfect layout, which can be modified for different effectiveness of porc,raid, or expansion, just by adjusting the number and intensity of the spots, without the need to repostion any.

Increase the intensity or number of the corner spots for more porcage.
Add more spots to the middle circle for more expansion.
Lower intensity of the corners but raise the lanes on the sides for raid-style.

Lower the overall number of spots, but leave the design intact, makes for more porcing.

To all of you who havent played "Road to war" you rly should, as its one of the best battle experiences with AA and most other mods, that are not to metal heavy. (FF doesnt function well)

If you wanted to add geos, their place would be in the inner ring, between the metal spots, or half way on the outter lanes.

Its the perfect layout.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

What an utter load of crap. You cannot possibly make a be all end all metal map for every map in existance.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

Of course you can.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

No you can't, it will effective make every map play exactly the same.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Thats what makes it perfect.

Its the perfect play-style also.

Nonetheless, while the metal layout stays the same, you can still control gameplay by terrain limitations.

Thats the two main things controling gameplay, metal map and terrain layout.

As for the metal layout, this one here is the ultimate one, its the best layout ever, offereing the most challenging gameplay, ever.

Try and apply it to a few standard terrain maps you know, and see how much better they play.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Metal distribution is a matter of opinion, so it can never be "perfect".
As for the metal layout, this one here is the ultimate one, its the best layout ever, offereing the most challenging gameplay, ever.
Great arguing here. :shock: :roll:

There isn't even a need for a single metalmap for all maps... ever
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Of course there is no need.

But lets assume your map plays shitty, or you dont know what metal layout to use. Or you are bad at deciding what to do, or ppl keep complaining.

Whenever you feel your map has bad gameplay, this metal layout WILL enhance it.

This metal layout can easily turn a mediocre or even bad map terrain wise in a very playable one.

Thats what makes it so good.

Whenever you think your map doesnt play well enough, apply this layout, and you will be surprised.
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

This placement is applicable to the average map, but in no way every single one out there. There will be times when it has to be tweaked, or completely disregarded to fit the gameplay of the map.
No way will it work for all maps, though.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Das Bruce wrote:... You cannot possibly make a be all end all metal map for every map in existance.
Andreask wrote:Of course you can.
Das Bruce wrote:No you can't, ...
No you can't!

Although that metal map is nice for a possible a clear open map (like Mars or painted dessert), it wouldn't be suitable for, for example, small divide or island alpha or so much more.
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Targ Collective
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Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Rule #1 in mapmaking is to judge by the lay of the land.

An over-regulated approach like this will lead to boring maps. Yes, standards are useful, but this would devolve strategy in Spring.
Look at River Dale with its metal-at-top, high-ground-at-bottom layout. Assymetrical, at first glance unbalanced, yet a stellar map that gives stellar gameplay.

An interesting topography is very important. This metal map would be great for a quick, in-your-face mod like Nanoblobs (if Nanoblobs used mines), yet it kills strategy. I don't think that's a good thing.

EDIT: However, variants on the general theme you're suggesting are perfectly valid, and infinitely more adaptable.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Targ Collective wrote:Rule #1 in mapmaking is to judge by the lay of the land.

An over-regulated approach like this will lead to boring maps. Yes, standards are useful, but this would devolve strategy in Spring.
Look at River Dale with its metal-at-top, high-ground-at-bottom layout. Assymetrical, at first glance unbalanced, yet a stellar map that gives stellar gameplay.

An interesting topography is very important. This metal map would be great for a quick, in-your-face mod like Nanoblobs (if Nanoblobs used mines), yet it kills strategy. I don't think that's a good thing.

EDIT: However, variants on the general theme you're suggesting are perfectly valid, and infinitely more adaptable.
He says YOU PHAIL.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Targ Collective wrote:Rule #1 in mapmaking is to judge by the lay of the land.

An over-regulated approach like this will lead to boring maps. Yes, standards are useful, but this would devolve strategy in Spring.
Look at River Dale with its metal-at-top, high-ground-at-bottom layout. Assymetrical, at first glance unbalanced, yet a stellar map that gives stellar gameplay.

An interesting topography is very important. This metal map would be great for a quick, in-your-face mod like Nanoblobs (if Nanoblobs used mines), yet it kills strategy. I don't think that's a good thing.

EDIT: However, variants on the general theme you're suggesting are perfectly valid, and infinitely more adaptable.
100% correct.
Andreask
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Joined: 16 Dec 2005, 21:08

Post by Andreask »

Well, i have always regarded River Dale as highly unplayable.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Well... as somebody who usually messes up hisfMetallmaps... i must say... Thx... that is a help. And you if it doesen`t fit into the Terrain, a simple Way Calculation from the Start Points and you know how to variate it.

PS: FU RATING:

Symmetrical Metallmap ... Castles 2739 DLs
RiverDale 1835 DLs
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

like playing BFME on FoI it will get old _very_ quick
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

PauloMorfeo wrote:
Das Bruce wrote:... You cannot possibly make a be all end all metal map for every map in existance.
Andreask wrote:Of course you can.
Das Bruce wrote:No you can't, ...
No you can't!

Although that metal map is nice for a possible a clear open map (like Mars or painted dessert), it wouldn't be suitable for, for example, small divide or island alpha or so much more.
Small divide uses a variation of this metal map, alpha island isn't a very popular map...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I don't think riverdale is at all balanced, I was just agreeing with the gist of what he was saying
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wired
Posts: 100
Joined: 10 Oct 2005, 21:02

hmm

Post by wired »

isnt metal maps in red not green =p.
and i think metal maps should be based on the map your making.
if you need help look at the wiki someone made a awesome guid on puting resources on your map. its very helpfull
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Re: The ultimate Metal Map

Post by Lindir The Green »

Andreask wrote: This is the perfect metal map.

Its the perfect layout, which can be modified for different effectiveness of porc,raid, or expansion, just by adjusting the number and intensity of the spots, without the need to repostion any.

Its the perfect layout.
Don't be so modest, give yourself some credit. You did a great job, y'know. Don't try to tone down your genius.

:roll:
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

PicassoCT wrote:PS: FU RATING:

Symmetrical Metallmap ... Castles 2739 DLs
RiverDale 1835 DLs
Sadly, popularity not always indicative of what makes a good map, tactically speaking. I mean, look how often speedmetal gets played.
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