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Dull map? (Dec 13, 2005)

Right, so you've got your map. It looks amazing. It feels alive. People are salivating at screenshots, and you even know the precise number of brushes. The problem is... it's really, really boring. It feels like corridors and doorways separated only by a few themed rooms. How do you resuscitate it?

The first thing to do is take a step back. Look at the map. I mean look at it - don't just recall it from memory. Fly around it. Sometimes it even helps to flip the whole map in your editor so it looks different when you load it up. The key is to see it with fresh eyes, eyes that will be willing to spot problems and see solutions. Be prepared to accept that you may need to make a very large change (perhaps removing a 'large' portion of the map) but only knowing that it will result in something better.

Things to look out for: repetitiveness, distinct patterns, indistinct areas, and lack of visual flow. Just looking at the overview/topdown will be enough to spot these. If you look at the Terrorist spawn area, your eye should naturally be able to trace a clear path to the CT spawn area without getting confused or lost along the way. Or if it's not a CS map, make sure paths between the primary areas of the map (the places where players will want to get to/get away from) are obvious in just a single glance. Remember that this will be the last chance for you to spot these potential problems, so it's very important to fix them.

Another thing to try is copying your map to a new filename, and removing absolutely all the textures, or replacing them all with the same, dull grey texture. Remove all the lights too. Then compile and run around it. Imagine how, if you didn't know where the main areas were (spawn points, bomb points etc.), where you would place them, and see if that matches with where they actually are. This process always gives me a lot to think about with my maps, but is really worth going through. You may find that moving just one bomb spot to a different area may give the map the big boost it needs.

Finally, you can resort to the age old classic of adding a 'gimmick' or unique feature to the map, just something to separate it from everything else. With a game like CS this is a bit tricky, but can be done. Dust has its little underpass, Cobble has its sniper tower and ridiculous scale, Office has it's very open but close-quarters battle, Aztec has it's wide, open areas and the river. You want to be able to describe your map as "the one that has the [blank]", where [blank] is some gameplay element that sets it apart from other maps.

Some of the advice above may help your map. Some may not. None of it might help at all. In the end, it all lies in your ability to analyse your own map, no holds barred, and accept that if there is a problem, you need to fix it now.

Or if that all sounds a little too difficult, just go and release the map as the heap of rubbish it is or might be. If you feel a little more creative than that, remember the secret is simply to be your own best critic.

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user comments

Captain P at 22:43 on Dec 13, 2005

I believe it's good to spot this as early as possible. I usually go and sit down, brainstorming about things I associate with a given theme, drawing out specific idea's for area's and connections too. I believe doing this in the planning stage can prevent this boring look to some extend. Playtesting early has helped me a lot as well.

Then again, I think your point of looking from a fresh point of view isn't a bad one, not at all. I believe things are never perfect but especially not the first time you do something, so I think it's a good thing to do now and then. Self-analysis, yeah. :)

Makes me wonder, do you often change things after such an analysis moment?

Atrocity at 00:29 on Dec 14, 2005

Wow now to think of it, I think my CTF maps may not have that direct clear path, wow... this is a pretty bad thing lol. I know my lambda bunker doesn't, I think gunshot "remake of your kidney map" does.

Thanks for the advice, I just never really thought about it.

Dave at 01:35 on Dec 14, 2005

Captain P: yeah, of course I do! Change is part of the cycle... one of the more annoying parts, and often fairly difficult, but also the most valuable. All my major maps have had huge swathes changed after considering how they might work better, no matter how long it would take.

Addicted to Morphine at 05:51 on Dec 14, 2005

Funny you should mention change as being a vital part of the cycle, because this decision to make changes or not is exactly where I am right now. I've gotten some feedback on a map of mine, and all the suggestions point towards hours upon hours of messy displacemnt reworking, and it's taking every bit of intestinal fortitude to not just say "screw this" and leave it the way it is.

Thanks for the motivation to take my map in the direction it needs to go to improve.

I feel silly quoting the movie The Weatherman, but it seems apt:

"The harder thing to do and the right thing to do are usually the same thing."

smeerkat at 06:56 on Dec 14, 2005

Italy's the one with the chicken!! I love Italy.

channie at 12:51 on Dec 14, 2005

You can also (even if it is quite boring) try to add bot support to your map, then create local server, fill it with bots, and observe their behaviour from a spectator view.

Bots are not usually smart, but they can help to spot basic problems in your map.

jD*SharpS at 17:53 on Dec 28, 2005

Or, if you're lucky, the bots will exploit your map and do something really annoying like finding their way onto the top of a house or off the edge of the map or something. I've made several maps, and the bots have found really unfair camping positions. Once, I made this level with a mine shaft bit. The terrorists planted the bomb on the railings, and when they planted the bomb appeared at the bottom of a 300 foot mineshaft. I love suicidal CT bots...

I find decorating my maps the hardest bit. This is what normally happens...

*Design map
*Make brief map layout
*Playtest it, find it looks boring
*Try my best to make it look interesting
*Realise there is a massive design flaw, can't be bothered to change the map AGAIN, scream and start again

Why does Dust have to have such an interesting environment? cbbl would be really fun in a desert environment, dust would be boring in a cbbl environment. Dust is so warm and welcoming...

and cbbl is soooooo oversized ;)