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Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 12:34
by ShadowRunner
Majster wrote:I can't understand why do you want withdraw some maps. Even Bound, which has only 3 votes is good map. More maps = more fun, isn't that?
Actually no, less is more.

I discovered this too on WW2 server, I have 9 maps, but only host 4 of them and most people are happier.

I conclude from this that players go to FGS for different reasons than players go to THC.
Or you could say, the two servers have different core users.
Otherwise Bound and Snow would have got more votes and we would be seeing more "Iceworld/Smuggler please" posts.
I'd like to see Bound and Snow on THC.
You're right they are great maps, but gameplay is quite different to Office/Stalkyard, while Pool and Mini-Dust do a better job.
In visual communication it is called "redundancy". The theory being, people will now enjoy Pool and Dust even more.
My 2 cents was, IF removing, remove Bound and Snow and fix Abbottabad and Drydock, so players voted almost exactly that.

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 13:30
by anax
Pool and Bound imo are too small and the fighting is never very dynamic - it's very linear because the layout of those maps is too simplistic.

The ideal map is one that strikes a balance between simple and complex [tiny and totally massive] etc.

Yard8 and Jail_break are a good example of the large complex map, they could almost be better suited to altfire.

Mini_Dust and Stalkyard manage to be dynamic enough in layout within a small space making the gameplay richer - that's why I voted for them.

Smuggler and Silo are by far the best of the original maps for the same reason as above - Smuggles_ed is actually the perfect mid-point because it works well in augs and non-aug and that's in addition to being another dynamic fighting map.

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 14:42
by [FGS]Kalman
I agree with Anax, Smuggles_ed is perfect, and Bound is too small for fighting, but Pool is perfect too
Chees must release the next beta of Yard8

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 16:30
by Majster
chin.democ. wrote:Well without having mapvote on the server I thought it would be a good idea to give the community some control on what maps should be hosted.
Yes, but... I will miss to Bound. :(

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 19:24
by ShadowRunner
Anax wrote:The ideal map is one that strikes a balance between simple and complex [tiny and totally massive] etc...
...Mini_Dust and Stalkyard manage to be dynamic enough in layout within a small space making the gameplay richer - that's why I voted for them.
This.

Semi-Arena maps work really well. Arena maps and Exploration maps always grate with a section of players.

This is why Smuggler is king, it's a bit of both. So are Mini-Dust and Stalkyard.
Smuggler and Silo are by far the best of the original maps for the same reason as above - Smuggles_ed is actually the perfect mid-point because it works well in augs and non-aug and that's in addition to being another dynamic fighting map.
Did you play Sike and Deja Vu's of Smuggles? Every version of that map does have issues. Especially in augs. In Smuggler, the arena car park part of the map is entered from 5 possible different routes, 2 spawns, a window, a tollgate booth, a lift shaft.
In smuggles it can only be entered by 3 and all three are on the same wall, that is facing the two spawnrooms. Nostalgia and familiarity is what makes those maps popular, not their design or gameplay, my 2 cents.

Silo - again, free lam on a roof, spawns laid out like a chessboard, I would say that map is very easily improved upon, but then I'm just bored and arguing, rather than getting off my butt and making a better map.

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 02 May 2012, 21:54
by anax
what i mean is not if those old maps are popular /familiar, more that they each offer a playability which isn't too linear when played in either game-type.

DryDock by Ste and Monkee does the same thing, although it is a little unfinished and buggy.

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 03 May 2012, 08:53
by Psycho
-aNax°NKz- wrote:Pool and Bound imo are too small and the fighting is never very dynamic - it's very linear because the layout of those maps is too simplistic.

The ideal map is one that strikes a balance between simple and complex [tiny and totally massive] etc.

Yard8 and Jail_break are a good example of the large complex map, they could almost be better suited to altfire.

Mini_Dust and Stalkyard manage to be dynamic enough in layout within a small space making the gameplay richer - that's why I voted for them.

Smuggler and Silo are by far the best of the original maps for the same reason as above - Smuggles_ed is actually the perfect mid-point because it works well in augs and non-aug and that's in addition to being another dynamic fighting map.
Pool is a great 0aug map imo :p

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 04 May 2012, 13:53
by ShadowRunner
Pool works for me too, but then I am not playing it 2 or 3 times an hour like Iceworld or Smuggles.

Anax, I take your point about Smuggles, it's like Smuggler in that respect yes, lots of routes.

Re: ~[FGS]0-Augs Server~ Bi Monthly Map Vote - May #1

Posted: 04 May 2012, 14:34
by anax
yea, I'm attracted to fairly complex maps, my map for the challenge has a lot of routes but I learned from monkee that the routes need to be logical and direct. It's "simple complexity" which I like to see in dx maps - that's why I'm not too fond of playing in DXMP_Bound. xD