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Old 23-05-2007, 03:14 AM   #1 (permalink)
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Default Bad Level Development?

I think the thing many of us dread is Huxley becoming an FPS that's too fast paced to get the teamwork one can accomplish with ease in Halo, PS, Battlefield, ect.

Most of us want a cross between the two.

I was just thinking that some of the major problems many of the gametypes in UT2004 ran into were extremely poor level layout and development.

Other levels ran just fine, however, there was ONE common thing about ALL levels. A common chokepoint. In almost every FPS game ever made, every level has a few hotspots where ALL the action takes place. Usually big open areas, centered around powerups, guns, high ground, anything to give one team over another.

THIS CAN NOT HAPPEN IN HUXLEY.

The only exception is gametypes like CTF and that collect the mechanical parts thing. But for Team Death Match (which is the most widely popular gametype among 360 players), Webzen hopefully realizes that while there can be minor hotspots, the action needs to be more spread out over the map as a whole. This can be done by adding more defendable areas, new spawn points, anything.

My final point: There can not be 200 players all crammed into a corner of the map trying to get the powerup. Or even half that number. The battles should be widespread and not so completely focused that the gameplay becomes "point and shoot." Because then it will just become Quake with 200 people.

Crackin out, man!
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Old 23-05-2007, 03:24 AM   #2 (permalink)
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Default Re: Bad Level Development?

Indeed. This would kill the gameplay and suck.

EDIT: It would suck a lot.

Last edited by Berserker; 23-05-2007 at 03:25 AM. Reason: BECAUSE IT WOULD MORE THAN SUCK.
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Old 23-05-2007, 05:13 AM   #3 (permalink)
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Default Re: Bad Level Development?

It's all about designing the maps really, with the mechanics of the game in mind.
hopefully there will be a moderate incentive to play a variety of gametypes and not just play one and forget the rest, not to mention that not all games will be 100v100, in all likelihood the cap for DM will be much lower. with that assumption...

The best way to keep TDM spread out is with multiple combat areas. three spawn areas for each team, one for each team in each area. Give em someone to fight right off the bat, and your players will generally stay where you want them to be.
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Old 23-05-2007, 05:42 AM   #4 (permalink)
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Default Re: Bad Level Development?

my guess is death match type games will max out at 32 where as objective will be larger and then you'll have the huge 100 vs 100 battles on gigantic battlefield sized maps.
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Old 23-05-2007, 04:11 PM   #5 (permalink)
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Default Re: Bad Level Development?

Imo solution for such situation is to put on the map as many objectives as it still seems to be reasonable. Of course this would concetrate all players in them but if you have about 30 strategic points and 200 gamers it doesn't look so terryfing for me. However, i still can't imagine those 200 players fighting for the last fortress...
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Old 23-05-2007, 05:28 PM   #6 (permalink)
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Default Re: Bad Level Development?

map design IS and always will be a big issue. some might think that a map is fun to play while developing it, but gamers might find it hard or even very boring in the long run. also i think that it is VERY important that there are many levels and that you either should be able to choose which map you want to play, OR you should be sent into a pregame lobby like in halo. having the "majority" to decide which map to play, as in BFMC2, is the worst thing to do IMO because in BFMC2 there's only two maps being played -> backstab and bridgde too far, which I hate because I want variation when i play otherwise i get bored REALLY fast im just not the kind of guy who can sit on his arse and do the same thing over and over and over and over and over and over and over and over again! >_>
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Old 24-05-2007, 02:33 AM   #7 (permalink)
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Default Re: Bad Level Development?

A pregame lobby would completely negate the MMO feel of the FPS.
What I assume is you will be able to choose what battleground the train takes you to, some battlegrounds being locked off for the higher levels.

Still doesn't solve the solution of 100 guys going for the blue flag.
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Old 24-05-2007, 04:09 AM   #8 (permalink)
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Default Re: Bad Level Development?

for CTF?
assuming it is a maxxed out game 100v100
theres still gotta be people defending their own flag.
then taking more from that you have

duelers
base rapers
farmers (idk if there are deployables in this game tho)
pilots
snipers
and the annoying but small group of people who just sit there AFK

im not too worried about it really.
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Old 24-05-2007, 12:12 PM   #9 (permalink)
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Default Re: Bad Level Development?

Quote:
Originally Posted by Van_Crackin View Post
A pregame lobby would completely negate the MMO feel of the FPS.
I know, but I think that might be a good solution, although your proposal wasn't so bad either(Y)
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