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== General Empires Mod Mapping Guidelines ==


== Less Detail, More Space ==
Empires is designed to be played over very large areas. Merely the simple requirement of space for both teams base areas and sufficient resource nodes to support them, dictates a map on a larger scale than most HL mods.
This means that fine detail is close to pointless, as maintaining that level of detail through out the map will result in massive amounts of lag.
Empires players are looking for a very large space to do strategic battle in, they do not want to stand and admire your waterfall effect on a small drainage pipe that very few people will ever see.
However that is not to say every map should be a wide open space, just large and varied enough to allow strategic options.
== Chokepoints should be placed very carefully ==
Chokepoints are what make some maps fun, and they are also what makes some maps terrible. In general, chokepoints should be of roughly equal benefit to each side. When designing a choke point, imagine yourself attacking and defending it from the viewpoint of both sides. If you can envisage one team finding it particularly easy to defend/attack, then you need to think very carefully about whether the map is truely balanced.
== It doesn't have to be a 'real' place ==
Take emp_money for example. I bet very few people have ever considered just why such an odd structure exists. That is because it provides an interesting and balanced battlefield purely through its geography. It has nothing to do with the feeling of 'realism' that most singleplayer maps will find essential to immersive and fun play.
== Resource nodes should also be placed carefully ==
Resources should be at roughly equal distances from the starting positions or one team will consistently have the upper hand over the other.

Revision as of 03:11, 30 March 2006