@moses_the_red said in Understanding team maps:
No one gives a shit about global rating.
It's the one and only indication of your skill in teamgames on the client. People created mutiple smurf accounts to preserve their global rating and at one point: threatened to sabotage the client in order to gain a certain global rating that they wanted. To assume that global rating doesn't matter in FAF is out of touch. The only people who don't care about it are long time ladder veterans.
@moses_the_red said in Understanding team maps:
And if you think rating isn't transferable across maps, check my replay history. I play almost exclusively my maps,
I know that. You're claiming your maps have high play counts in the other thread, remember?
@moses_the_red said in Understanding team maps:
but yesterday played several games on several maps and won them all.
Congratulations on going from a gap clone to being carried in a hilly game.
And then you played isis, which is the same as gap.
Please only state evidences that are tenable.
@moses_the_red said in Understanding team maps:
I'm guessing some high rated ladder player jumped into a team game and got his ass kicked and then came up with this notion. Its bullshit.
Feel free to just attack me instead of being underhanded.
@moses_the_red said in Understanding team maps:
If someone underperforms that's highly rated in a team game I don't assume its because they don't know the map
If galacticfear doesn't perform as a 2700 rated player on wonder, why do you think that is?
@moses_the_red said in Understanding team maps:
There are certainly caveats. Isis and Gap both occasionally see early com deaths.
I farmed up to 1100 global rating playing those two maps, you don't need to explain them to me.
@moses_the_red said in Understanding team maps:
No man, play it. I mean, if you're going to correct me on it, at least play a single game on it.
Scenario: I hand you a piece of mouldy bread and ask you if the bread is good. I claim that you won't know if the bread is good until you try it.
You will not eat the bread, You will not eat the bread because you're able to identify flaws at the surface level without needing to consume the product. It is this ability to steer clear of products pre-emptively that prevents humanity dying off in droves.
I'm able to see the map is bad without needing to play it, thanks.
@moses_the_red said in Understanding team maps:
Yes it has local asymmetries, but lots of maps do, from Seton's to Rohai
I mentioned setons in the post you're quoting?
@moses_the_red said in Understanding team maps:
People won't play maps that allow for early rushes.
Maps that allow for early player "rushes"
- Wonder
- Canis
- Hilly (It almost happened in your game on part due to your poor performance)
- Gap
- Badlands
- Isis
- Setons
- Astro
- The list goes on.
You shouldn't claim a statement and then form fit the user experience to match that statement. It's your job to ask "why are players just rushing down eachother" instead of spending time playing the map. A solution to that is that players see they're at an inherent disadvantage with no compensation.
@moses_the_red said in Understanding team maps:
Rohai gets played - it fills, and it also gives one side an extra two mexes.
Your ability to be proud of your playcount when you're responsible for over half the plays is honestly incredible.
Moving a mex a touch to one side is not the same as putting extra mexes in the core mass. Especially if those two mexes are so irrelevant to the game state that the enemy player just...
Walks up and takes them?
@moses_the_red said in Understanding team maps:
And this is why I put this post up. I don't think people are really understanding some of the pitfalls in team map design. How can you understand these pitfalls if you don't understand why popular maps are popular. And perhaps you do understand, many of your statements have been less insane than some of the others debating here.
I would like to think my mapping ability speaks for itself.
It's a fallacy in design to believe that all design choices are intentional. Astro already admitted to only making Astro as a 5 minute hackjob, and never expected it to become so popular.
"Duel gap" by KD7BCH was only a meme map with a meager 5 thousand plays. One day a random 700 dude comes up to me and suggests making a variation with some small changes, and the map then blows up to become one of the most played maps of all time. Did we expect that to happen because we followed some design philosophy? Of course not.
It's common for new(bad) mappers to try and overanalyse something in order to imitate the sucess. It doesnt happen. Focus on refining your skill, making it pretty, and experimenting with new ideas. New ideas get the chance at being good, second rate clones do not. There was, or is no "design" to be seen in gap or astro. A number of external factors aligned to make them popular. Take it from the creator.
@moses_the_red said in Understanding team maps:
I don't know how to say something in a way that cuts through the ego and animosity and general hostility that this thread is bathed in, but if I knew how to do it I'd try to say "this is the purpose of this thread, there are things to be learned here, things that might benefit the community, map makers and players alike".
The reason why people are giving you the hostility is because they do not agree with the things you're trying to teach?
I just watched the pathogen replay. Not to feel vindicated but, look at the replay and consider WHO exactly went for those quick kills.
Here is one lane.
Here is the other rush.
This guy was slow, here he is.
The only person who didnt rush was you, and thats likely because map authors tend to play their idea of the map, instead of playing the map. Happens to me and happens to you, happens to everyone.
@moses_the_red said in Understanding team maps:
Rohai has over 1000 games on it, I sure hope that no one notices the gamebreaking imbalances that has either.
You need to frame it and hang it on your wall at this point dude.
@moses_the_red said in Understanding team maps:
those mexes on gap for instance never get teched. I've seen people tech those mexes on Isis, but I never do.
You're not good at the game, you need those mexes. People make the firebase to defend the mexes, not make the mexes because they have a firebase.
@moses_the_red said in Understanding team maps:
On Fossil I use a texture to visually associate all mexes for a player into a group, so that there's never any confusion.
Brother I didn't think I needed to say anything but the map looks hideous. You should not need to create this categorisation in the first place.
@moses_the_red said in Understanding team maps:
My maps do get played even if I don't host them, and I don't even need to get my buddies on the 1v1 ladder board to approve them to get them played.
Nice one. It's too bad that unfounded claims of nepotism reflect badly on the user leveling those claims.
@moses_the_red said in Understanding team maps:
The rule doesn't intentionally enforce a stalemate. Fossil uses low walls and very large bases to avoid a stalemate. TML and T3 mobile arty are super effective there.
You thought up a design rule and then created terrain accordance to the design rule, thus, the rule forces a stalemate. If you didn't make the terrain with accordance with the rule, why in god's name did you make the rule..?
@moses_the_red said in Understanding team maps:
I assume you're calling Rohai a gap clone... which -is- how it started out, but I actually play with gap players, and they don't consider Rohai to be a gap clone.
Well I have a 2k rated friend who said it was a gap clone. So he must be right? I also have another 2k rated friend who said that ancedotal evidence like this doesn't mean anything, I think he is right too.
My third 2k rated friend thinks that you didn't bother to go and look at my maps before you tried to put me down, so he thinks that attempting to deflect criticism by claiming that "I haven't played it" doesnt make any sense.
I hope the next people who try and map put more time into their map than they do their forum posts.