Aaei, it burns!

Aaei, it burns!

Re: Aaei, it burns! Posted by Captain P on Wed Aug 31st 2005 at 1:21am
Captain P
1370 posts
Posted 2005-08-31 1:21am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Every now and then you've probably had it: just downloaded a map for no
real reason at all and tried to play it, only to find out you're
getting stuck within the first minute, or to have a squad of grunts
thrown at you while you're only armed with a crowbar.

I'm talking about maps you had rather not played.

Now it's not my intention to bash mappers so I'm not asking for
specific maps or examples, but just what do you people really hate to
see in maps? What has annoyed you in the past in a custom map?

To give it a start, I hate getting stuck, like a clipping error, or a
door that wasn't playtested well enough to open more than once.

I also despise unavoidable, or almost unavoidable instant deaths.
Instant death is quite a heavy penalty on the player and I think it
shouldn't be used too quickly.

Also, I really don't like maps that consist of a bunch of randomly slap
together rooms. It has to make at least some sense, contain some logic,
for me. Think of things like gargantua's in cupboards or buildings
without any doors.

So, how about you guys?
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by French Toast on Wed Aug 31st 2005 at 2:34am
French Toast
3043 posts
Posted 2005-08-31 2:34am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Weird scaling issues. For example, the first hallway is say
128x64 rectangle, then the next hallway is half the size, and the size
of things that should be the same are all out of wack.

That really grinds my gears...
Re: Aaei, it burns! Posted by Addicted to Morphine on Wed Aug 31st 2005 at 3:18am
Posted 2005-08-31 3:18am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
If we're talking about Singleplayer mapping, I really hate non-linear
maps. Like... there's a part in HL1 where you're at a T and you
can either go left or right... and there's no hint at which is the
right path, so you arbitrarily choose right and after a bit of walking
you turn a corner and its a dead end with no items and no monsters...
sure I guess its realistic but I feel like games, like good movies,
should be finely crafted to the point where every little bit is
important and it counts.

The mapper DaveJ always espouses the idea that when a person walks into
a room (or an area) he should immediately be able to see an exit to
move towards. At first this seems like an oversimplification but
I agree with him. I would hate to walk into an area with 4
unmarked doors that lead to different corridors and areas and having to
explore each of them without a clue of how exactly I'm progressing, or
if I'm doing it in the right order -- this is especially irksome if one
of the routes loads a new level or activates a cutscene or transports
me to a new place where I can't get back and explore the other rooms I
missed.

Anyway -- that's enough jabbering.
Re: Aaei, it burns! Posted by Major Mike on Wed Aug 31st 2005 at 3:45am
Major Mike
44 posts
Posted 2005-08-31 3:45am
44 posts 54 snarkmarks Registered: Aug 9th 2004
I hate when someone places crates against a wall, but with just enough space to fall behind it and get stuck.
Re: Aaei, it burns! Posted by Crono on Wed Aug 31st 2005 at 3:59am
Crono
6628 posts
Posted 2005-08-31 3:59am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
If we're talking about Singleplayer mapping, I really hate non-linear
maps. Like... there's a part in HL1 where you're at a T and you
can either go left or right... and there's no hint at which is the
right path, so you arbitrarily choose right and after a bit of walking
you turn a corner and its a dead end with no items and no monsters...
sure I guess its realistic but I feel like games, like good movies,
should be finely crafted to the point where every little bit is
important and it counts.

The mapper DaveJ always espouses the idea that when a person walks into
a room (or an area) he should immediately be able to see an exit to
move towards. At first this seems like an oversimplification but
I agree with him. I would hate to walk into an area with 4
unmarked doors that lead to different corridors and areas and having to
explore each of them without a clue of how exactly I'm progressing, or
if I'm doing it in the right order -- this is especially irksome if one
of the routes loads a new level or activates a cutscene or transports
me to a new place where I can't get back and explore the other rooms I
missed.

Anyway -- that's enough jabbering.
Not a big fan of games that make you think, eh?
Blame it on Microsoft, God does.
Re: Aaei, it burns! Posted by wil5on on Wed Aug 31st 2005 at 8:02am
wil5on
1733 posts
Posted 2005-08-31 8:02am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I hate messy brushwork. Walls that dont quite line up, objects obviously made out of far more brushes than needed, things like that irk me. It doesnt stop me from playing a map, though.

I dont like SP maps where there is no obvious path to follow. Like you have to break something, but theres no signs that its breakable.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Aaei, it burns! Posted by Dark Tree on Wed Aug 31st 2005 at 8:09am
Dark Tree
646 posts
Posted 2005-08-31 8:09am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
The main thing I hate in SPs is unoriginal and repetitive gamelay, IE
having to revisit the SAME room 3 or 4 times in a LAB or generic room
in a building to do something, then moving on to the next phase of the
map and doing the same thing again....although....there are exceptions
to the rule......
Re: Aaei, it burns! Posted by Junkyard God on Wed Aug 31st 2005 at 9:30am
Junkyard God
654 posts
Posted 2005-08-31 9:30am
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
i HATE fy and aim maps etc. etc. in counter strike becouse they are all the same but re-textured, i can't beleive people even want to make a s**tty map like that >_< and if you do atleast make it original, i've even seen fy maps that were easier for one team than the other ,i mean wtf :biggrin: how bad can you get at gameflow when you can't even make an fy map fair for both sides.

that's about all i hate realy, i don't play alot of custom other things ( i don't play custom cs maps anymore now, they drive a bazookies )
Hell, is an half-filled auditorium
Re: Aaei, it burns! Posted by Hugh on Wed Aug 31st 2005 at 9:46am
Hugh
900 posts
Posted 2005-08-31 9:46am
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
SP: I like it when there's the semblance of non-linearity but not so
much where you get confused as to where the hell you're supposed to
go... I dug how Halo had red lights over the doors that wouldn't open
so you knew to avoid them, but I wish there weren't so damn many of
them with red lights...

MP: I like lots of ways to get to the same area, it keeps everyone on
their toes if they realize that they can't just watch one certain
entrance... plus it's a lot of fun in more stealth-based games when you
can actually sneak around the bastards and then have fun with your
silenced pistols and whatnot.

In general: Texture misalignments really make me dislike a map, no
matter the game. Not so much for the "lack of realism," it just always
makes me think the designer wanted to throw some incomplete map out
there just so they'd have something to show, rather than spending
another week or month to make sure everything's tip-top before they
release it.
One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!
Re: Aaei, it burns! Posted by Captain P on Wed Aug 31st 2005 at 1:32pm
Captain P
1370 posts
Posted 2005-08-31 1:32pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I agree that there has to be at least some sort of hint as to where to
go. A choice is fine, but give the player a chance to do it right
without having to die multiple times.

A while ago I played Turok and while I hated the instant death falls, I
did notice some nice things. At a certain spot there were 8 teleports,
aligned in a circle. Only one would lead you further (the others
teleported into lava or such, I don't remember). That's annoying, if it
wasn't for that little hint: a tree that bended over in a certain
direction. First time I just tried one at random and took some damage.
Then I noticed the tree and I tried the right one. That made you feel
smarter, rather than annoying you with a try-at-random puzzle.

/rant

Anyway, as for multiple routes, I think it depends on the gameplay. A
linear game should give hints, where a game with a free-to-move
environment doesn't have that problem really. I think it comes down to
the point that the player should always know how to get further.
Perhaps not exactly how to solve his current situation but at least he
should know the higher goal. Something to strive for.
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by keved on Wed Aug 31st 2005 at 2:10pm
keved
252 posts
Posted 2005-08-31 2:10pm
keved
member
252 posts 515 snarkmarks Registered: Jan 21st 2005 Occupation: Games designer, Rockstar Leeds Location: Leeds, UK
Dark Tree said:
The main thing I hate in SPs is unoriginal and repetitive gamelay, IE having to revisit the SAME room 3 or 4 times in a LAB or generic room in a building to do something, then moving on to the next phase of the map and doing the same thing again....
Sounds remarkably like Halo. :biggrin:
Re: Aaei, it burns! Posted by Captain P on Wed Aug 31st 2005 at 3:23pm
Captain P
1370 posts
Posted 2005-08-31 3:23pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Heh, another thing is silly enemy placement. So often you see grunts
just waiting for the player, rather than that they were actually doing
some sensible things like patrolling, maintaining radio contact or the
like. You encounter enemies in the most strange places doing nothing,
sometimes.

And yeah, Halo was pretty repetetive. Comes close to the 'mindless killer' type of game... :wink:
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by satchmo on Wed Aug 31st 2005 at 3:48pm
satchmo
2077 posts
Posted 2005-08-31 3:48pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Welcome back, Captain P. I miss your analytical critiques of my maps.

Funny how people get annoyed by non-linear gameplay. Because I go out of my way to create non-linear play. It increases the re-play value of a SP map tremendously, and it's resembles real life more. It also adds tension to the player, because he/she doesn't know whether it's the way leading to some weapon, or a gang of enemies.

That said, I disagree with dead-ends (and there are lots of them in HL1). And there should be multiple ways to beat a map--there shouldn't be a "right" or "wrong" way, just different ways. The player has a choice, and it's interesting to watch how the NPC enemies behave differently in a non-linear arena. Sometimes they actually play a game of cat-and-mouse with the player.
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: Aaei, it burns! Posted by MisterBister on Wed Aug 31st 2005 at 3:57pm
MisterBister
277 posts
Posted 2005-08-31 3:57pm
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
The player has a choice, and it's interesting to watch how
the NPC enemies behave differently in a non-linear arena. Sometimes
they actually play a game of cat-and-mouse with the player.
Yeah, thats so cool. Especially if you manage to sneak up on them from behind afterwards.
Re: Aaei, it burns! Posted by Captain P on Wed Aug 31st 2005 at 5:00pm
Captain P
1370 posts
Posted 2005-08-31 5:00pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Non-linearity indeed increases replayability value but it has to be
done carefully. Quite some players feel like they miss things when they
take one of several routes.

Your maps, Satchmo, didn't had that problem really since the map itself
was pretty much comprehendable. The player could oversee the routes he
could take.

The frustrating thing we talk about here is when players can't see
where routes will lead them. Perhaps they will be a dead-end, perhaps
it will be the good route. So it's not an alternative route, but a
different route that can lead anywhere - or nowhere. When it's an
alternative, let the player know. Then he doesn't feel like he missed
something critical, and perhaps he'll replay the map doing the other
route.

As for dead-ends, as long as they serve a purpose it's ok. A secret or
some goodies, things like that. Hey, you could even make a trap out of
it, luring the player with some goodies and then convincingly throwing
enemies at him.
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by Tracer Bullet on Wed Aug 31st 2005 at 5:19pm
Tracer Bullet
2271 posts
Posted 2005-08-31 5:19pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I didn't much like the part in HL-1 where you had to get the rocket motor up and running to kill the giant vine-thing. Sure, it was a cool idea for a puzzle, but it was irritating to keep running back and fourth. There needed to be status boards and such elsewhere in the map so you could figure out what still needed to be done without running all the way back up to the control room!
Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.
Re: Aaei, it burns! Posted by rival on Wed Aug 31st 2005 at 5:49pm
rival
512 posts
Posted 2005-08-31 5:49pm
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
Tracer Bullet said:
I didn't much like the part in HL-1 where you had to get the rocket motor up and running to kill the giant vine-thing. Sure, it was a cool idea for a puzzle, but it was irritating to keep running back and fourth. There needed to be status boards and such elsewhere in the map so you could figure out what still needed to be done without running all the way back up to the control room!
yeah that bit really pissed me off because it took me so long to figure out what to do!
Bullet Control: $5000 for a bullet.
"I would blow your f**king head off! ...if I could afford it. I'm gonna get another job, start saving some money... then you a dead man!"
Re: Aaei, it burns! Posted by French Toast on Wed Aug 31st 2005 at 6:34pm
French Toast
3043 posts
Posted 2005-08-31 6:34pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
You guys suck I liked that part :smile:
Re: Aaei, it burns! Posted by Tracer Bullet on Wed Aug 31st 2005 at 7:39pm
Tracer Bullet
2271 posts
Posted 2005-08-31 7:39pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
French Toast said:
You guys suck I liked that part :smile:
Like I said, it was a cool puzzle. I just think it could have been implemented better.
Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.
Re: Aaei, it burns! Posted by DrGlass on Wed Aug 31st 2005 at 7:59pm
DrGlass
1825 posts
Posted 2005-08-31 7:59pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
SP: I agree, I hate having to take one of two routes and thinking "what
did I miss back there" then replaying the whole game to just find some
health or something.

MP: I hate, HATE, when people make "remakes" of good maps and place a
whole bunch of "cool" extras. Like dust_2, some one hacked it and
just carved out all kinds of new paths and sniper towers. They
didn't understand that it may seem cool, but it kills game play.
The dust maps were extreamly well thought out and timed.

As a mapper I catch all kind of texture errors (alot in hl2) and that
draws me out of the game. Its like an artist being able to point
out where someone made a mistake in a drawing, kinda
Re: Aaei, it burns! Posted by Captain P on Wed Aug 31st 2005 at 8:34pm
Captain P
1370 posts
Posted 2005-08-31 8:34pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
There needed to be status boards and such elsewhere in the map
so you could figure out what still needed to be done without running
all the way back up to the control room!
That'd be a good idea, yeah. I remember from Abe's Oddyseus that all
across the levels were places info boards that showed how many
employees were on that level, how many had died (that day... :biggrin: ) and
how many had escaped. That was a cool thing, and all worked out in the
levels themselves.

And yeah, I get the idea a lot of people don't understand the timing
issues with teamplay games like CS/CSS. There's much more thought
behind it than first appears indeed. It's a shame some people just slap
some stuff together and think it's cool. It's even more of a shame that
other people like such stuff, while they could choose to play much
better maps. But, I think such people usually don't hang around on the
sites that offer high-quality maps...
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by $loth on Thu Sep 1st 2005 at 7:56am
$loth
2256 posts
Posted 2005-09-01 7:56am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
There are too many to name, quite a while ago pre HL2 days (well
actually about 2+ years ago) I tested for the server of the clan that I
was in what seemed like millions of CS maps (we had a cd with a couple
of hundred cs maps on them) and I could only find about 10-15 of them
that I liked.
Re: Aaei, it burns! Posted by Foxpup on Sat Sep 3rd 2005 at 12:09am
Foxpup
380 posts
Posted 2005-09-03 12:09am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
SP:
I hate traps that give you absolutely no warning. There always needs to be at least some warning so if you do fall for it you say "Aargh! I should have seen that!" A trap with no warning just makes you say "WTF!?"
I don't like it when there's no logical progression in the map, eg you exit a factory and find yourself on the moon, like in a really old Duke3d map I saw once.

MP:
I hate killboxes. The only killbox I like is DooM 2's "Dead Simple", probably because it has the best juice cycle I've ever seen.
I hate dead ends. Dead ends are a very easy way to get fragged so unless there's a really powerful weapon there, nobody will go there and it's just wasted space.
Better to be in denial than to be human.

Bill Gates understands binary: his company is number one, and his customers are all zeros.
Re: Aaei, it burns! Posted by Captain P on Sat Sep 3rd 2005 at 8:18am
Captain P
1370 posts
Posted 2005-09-03 8:18am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The instant sudden death traps are indeed annoying, Foxpup. I once read
a Tomb Raider level designer saying that sometimes he just used a trap,
not to hurt the player, but to make him alert, to keep the tension.
Death of a player shouldn't be the main concern of mappers (sadly, I
see this happen often). Enjoyment should be.
Create-ivity - a game development blog
Re: Aaei, it burns! Posted by **Dedi** on Sat Sep 3rd 2005 at 9:58am
**Dedi**
284 posts
Posted 2005-09-03 9:58am
**Dedi**
member
284 posts 39 snarkmarks Registered: Dec 21st 2004 Location: Melbourne, Australia
I hate parts where there's no logical way of going through a part of a map. Like, you have to jump on one square, then on the other, then press the button and then the door opens. Well, that's more like Tomb Rider, but still, that annoys me.