Posted: 18-07-2004 04:13
Please try new things - it's all a learning experience. You have two things to be corncerned with - How the map plays, and how people play. Getting players to change is the hardest part. Deathball can be more than cubes. However getting players out of cubes is a slow process.
Things to think about.
*Too much change turns many players off quickly.
*Things near the goals that can be used for easy scores is fun at first but, ruins the map's overall future.
*Some players love to see something new - but it often is short lived fad.
*Players tend to play the same maps over and over - but over time maps can become popular.
*Many maps have successfully changed. Many "played" maps are not the first version.
Try to keep most of deathball as it's currently is. Make small changes and give it time. Learn, improve, and let players adapt. A couple of changes added together over time and someday deathball might be a less Cubish.
Don't rush to trash your ideas. DB-Chamber -> DB-Chamber2004 is a good example. The new chamber is a lot more popular.
P.S. Expect to take some crap mapping for deathball. You'll get it from those who could play the same map, every match, day after day. You'll also get it from people who want deathball maps to be more like UT2004 maps but still play as an arena type sport. They don't understand. I learn more by watching people play than reading comments. Useful comments are hard to come by. Deathball mapping is not as easy as many people think.
Things to think about.
*Too much change turns many players off quickly.
*Things near the goals that can be used for easy scores is fun at first but, ruins the map's overall future.
*Some players love to see something new - but it often is short lived fad.
*Players tend to play the same maps over and over - but over time maps can become popular.
*Many maps have successfully changed. Many "played" maps are not the first version.
Try to keep most of deathball as it's currently is. Make small changes and give it time. Learn, improve, and let players adapt. A couple of changes added together over time and someday deathball might be a less Cubish.
Don't rush to trash your ideas. DB-Chamber -> DB-Chamber2004 is a good example. The new chamber is a lot more popular.
P.S. Expect to take some crap mapping for deathball. You'll get it from those who could play the same map, every match, day after day. You'll also get it from people who want deathball maps to be more like UT2004 maps but still play as an arena type sport. They don't understand. I learn more by watching people play than reading comments. Useful comments are hard to come by. Deathball mapping is not as easy as many people think.