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Open area maps rarity

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Wed Mar 26, 2014 2:06 pm

Open area maps rarity

Open maps are so rare. It's all walls and more walls, like a city. Might this not suggest a flaw in Bitfighter mechanics?
It's
Not
A
Problem
Now
But it is a flaw.
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
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Skybax

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Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Wed Mar 26, 2014 3:07 pm

Re: Open area maps rarity

Open maps are rare cause open maps suck. It's called wasted space, and nobody likes it. My very first map was the most openest map you've ever seen in your entire life, and it sucked. A lot.
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kaen

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Posts: 209

Joined: Thu Jun 14, 2012 11:54 am

Post Wed Mar 26, 2014 3:21 pm

Re: Open area maps rarity

All open space is exactly the same, plus or minus projectiles. You have to have walls in order to add variety. Also, walls are essential for navigation and traffic control.
bobdaduck wrote:Next, the moon!

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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Wed Mar 26, 2014 4:46 pm

Re: Open area maps rarity

"You have to add walls to have variety"

this is the flaw of Bitfighter
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
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Skybax

User avatar

Posts: 1035

Joined: Thu Mar 11, 2010 9:17 am

Location: Washington

Post Wed Mar 26, 2014 5:04 pm

Re: Open area maps rarity

If you want a game where you don't need obstacles to provide variety, go play Halo or TF2 or something.
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Wed Mar 26, 2014 5:30 pm

Re: Open area maps rarity

I've never played those games in my life. since you mentioned a shooter (i know what halo is!), I would change your list. Contra would be fun. :mrgreen:
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002
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kaen

User avatar

Posts: 209

Joined: Thu Jun 14, 2012 11:54 am

Post Wed Mar 26, 2014 6:19 pm

Re: Open area maps rarity

Imagine Contra with no platforms and only one type of enemy. Or Zelda in a completely flat and open world. Or sentences without punctuation. Or a house with no rafters or framing. It's not a flaw to require elements for the purpose of structure. It's just a consequence of the medium (in this case, 2D top-down view).
bobdaduck wrote:Next, the moon!

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sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Wed Mar 26, 2014 6:30 pm

Re: Open area maps rarity

tazinator wrote:"You have to add walls to have variety"

this is the flaw of Bitfighter

I hate to be nitpicky, but that's not a flaw. That's an intentional design of the game. Or maybe, to be more accurate, a byproduct of an intentional design. You may not like it, but that's just the way the game is designed. You could call any feature that a game lacks a flaw, but that's not really fair. :/

I mean look at it this way. You may have to add walls to enjoy variety, but you can add said walls in a whole lot of different ways. You can use polywalls, levelgen, varying thicknesses etc to shape maps. You can play with few walls or lots of walls. etc. Look at the bright side!

I think the largest barrier to open space battles is the field of view constraint. We play a 2D game so we can only see the length of a screen. There's no minimap so we can't tell where an enemy is. So it's hard to engage in open space battles when you don't know where the enemies are.

Something we can do is try to add the illusion of free space. Like, open areas where the players are encouraged to convene. Some of the Zap stock maps come to mind, like Colosseum with its middle nexus area and Blinding Snow, where players would follow the speedzones. Airlock is also good at containing players in an open area, although to a bit of a lesser extent.

Speaking of space - one of the toughest things to learn as a mapmaker is to not overcrowd a map. Like, not fill it with every object possible. Sometimes just having a bit of seemingly useless space can really add to the map during intense battles.
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tazinator

Posts: 352

Joined: Fri Jul 05, 2013 7:35 pm

Post Fri Mar 28, 2014 1:26 am

Re: Open area maps rarity

I've made a feature topic, it is aimed at making good open space maps a reality.
In the meantime, I'm considering the way you told me other maps would 'hack' open space to work.
Play my new level! Two different teams fight over a nexus: One mainly defends while the other attacks! is fun
viewtopic.php?f=33&p=21002#p21002

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