dod_aleutian
Moderators: mogers, scorch-, Cory Cory! Price, laura
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scorch-
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Re: dod_aleutian
As for alpha's post, I think a big problem is that mapmakers don't understand some simple aspects of map design. Lennon is a pretty shitty map, in my opinion, entirely because it has poorly designed spawn areas that mean once you cap well, you can hold the other team in spawn pretty easily. It makes the entire mid/long section of the map like half as important as well, even though the clear design of the map is to have all of these areas be similarly important (mid has a flag and helps to control well and long). If you control the double windows, and well, you have a huge advantage on the map. If the spawns were not so easily campable, then you'd see long and mid be just as important as well. Everyone loves lennon, but it's not a good map. It could be a great map if well was just a little bit further from the spawns and there was a better designed exit from axis spawn. Like if you could look off a ramp and see the underpass or blue door to make spawn camping less desirable and flanking long more desirable.
Aleutian is shitty because the flags are placed in dumb locations. Look at well-designed maps like Anzio and Harrington. Why are there 2-man caps on that map and where are they located? Well, they're there because they are in areas constantly battled for control by both teams. If you win a battle there, you cap the flag and get points. Since it's an important part of the map to control, the flag is harder to cap and gives 2 points. Well IS ONLY IMPORTANT ON ALEUTIAN BECAUSE OF THE 2-MAN CAP. The 2-man cap doesn't indicate it's an important part of the map, it forces it to be an important part of the map. That is BAD DESIGN. It is probably actually a good strategy on Aleutian to hold safe areas behind well and throw break grenades without ever fighting for the flag until you can spawn-camp and flank from the other 2 routes because everyone sends too many players to well. In theory, you should be sending 2 players to the long routes, but there's only 1 flag there and it's very difficult to get, so why would you send an extra player to the opposite side of the map from the 2 point flag in hopes of maybe being able to cap a flag that is visible from the other team's spawn? Again, letting flags determine map strategy instead of reflecting map control is BAD DESIGN.
Please keep this in mind when designing maps. Flags should reflect a team's ability to control the map, not determine the important areas of the map. If your map doesn't naturally have important areas that teams want to battle to control, then your map is poorly designed.
Aleutian is shitty because the flags are placed in dumb locations. Look at well-designed maps like Anzio and Harrington. Why are there 2-man caps on that map and where are they located? Well, they're there because they are in areas constantly battled for control by both teams. If you win a battle there, you cap the flag and get points. Since it's an important part of the map to control, the flag is harder to cap and gives 2 points. Well IS ONLY IMPORTANT ON ALEUTIAN BECAUSE OF THE 2-MAN CAP. The 2-man cap doesn't indicate it's an important part of the map, it forces it to be an important part of the map. That is BAD DESIGN. It is probably actually a good strategy on Aleutian to hold safe areas behind well and throw break grenades without ever fighting for the flag until you can spawn-camp and flank from the other 2 routes because everyone sends too many players to well. In theory, you should be sending 2 players to the long routes, but there's only 1 flag there and it's very difficult to get, so why would you send an extra player to the opposite side of the map from the 2 point flag in hopes of maybe being able to cap a flag that is visible from the other team's spawn? Again, letting flags determine map strategy instead of reflecting map control is BAD DESIGN.
Please keep this in mind when designing maps. Flags should reflect a team's ability to control the map, not determine the important areas of the map. If your map doesn't naturally have important areas that teams want to battle to control, then your map is poorly designed.
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rehpyc
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Re: dod_aleutian
lennon sucks. have always hated it. going long is boring and useless; it's always been more beneficial with our team to just have a single guy hold any push from long and a 3rd person go through apts.
source's lennon was actually more enjoyable, and the spawn exits actually made more sense [pics]
source's lennon was actually more enjoyable, and the spawn exits actually made more sense [pics]
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Swiss
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Re: dod_aleutian
rehpyc wrote:lennon sucks. have always hated it. going long is boring and useless; it's always been more beneficial with our team to just have a single guy hold any push from long and a 3rd person go through apts.
source's lennon was actually more enjoyable, and the spawn exits actually made more sense [pics]
Re: dod_aleutian
merderet merderet merderet!
Calling on you steve.

Calling on you steve.

Re: dod_aleutian
Hisey was working on a merderet remake once he figured out that he could de-compile maps. I would like to see it have new textures, closer spawns, better flag placement ( Allied 2nd Flag Upstairs Suze.)
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hildebrand
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Re: dod_aleutian
all of scorch's and andy's posts +++
i still think the best map that has been designed thus far were the ones with single caps (forget the name of the map now). it promotes so much fast play and that is the future of dod imo.
i still think the best map that has been designed thus far were the ones with single caps (forget the name of the map now). it promotes so much fast play and that is the future of dod imo.
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knockout
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Re: dod_aleutian
dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
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Swiss
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Re: dod_aleutian
wait what????knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
Re: dod_aleutian
Swiss wrote:wait what????knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!

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stevehisey_
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Re: dod_aleutian
toxinatoR wrote:merderet merderet merderet!
Calling on you steve.

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rehpyc
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Re: dod_aleutian
fixed.knockout wrote:dan and i complained about the poor design of that map the other day on ICQ, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
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knockout
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Re: dod_aleutian
OH you better believe it. Instant messenger hipsters over here.Swiss wrote:wait what????knockout wrote:dan and i complained about the poor design of that map the other day on AIM, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
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knockout
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Re: dod_aleutian
My ICQ is 1894789124719 hit me up.rehpyc wrote:fixed.knockout wrote:dan and i complained about the poor design of that map the other day on ICQ, and now dan has found enough down time at work to write a full fledged manifesto on bad map design. i like where this is headed...mapmaking revolution!
Re: dod_aleutian
136455102
holy crap, it actually works LOL.. I remembered my password somehow.
holy crap, it actually works LOL.. I remembered my password somehow.
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knockout
- Posts: 1112
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Re: dod_aleutian
LOL I never actually used ICQ, I just remember that you had a giant number instead of a screen name. That alone made me never create one.
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stealthlol
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Re: dod_aleutian
Was Steve the one working on an improved/retextured donner? What ever happened to that? I remember it looked promising.
Re: dod_aleutian
Major fps problems occurred..stealthlol wrote:Was Steve the one working on an improved/retextured donner? What ever happened to that? I remember it looked promising.

