@ Grape: most stock maps are best described as “Control” maps as they usualy have a control area. KOTH is also a contol map for that matter however the term “Control” is a more comprehensive one. moreover, KOTH is usualy associated with fast paced arenas that are less laiden with details, are much more opened and the KOTH element is more or less the main feature …
IMO it might be best to leave out stuff like what weapons are being used in the map, if and how many team spawn points or spawn points at all for that matter. i don’t see how that helps understanding anything about a map. i suggest we do this:
Map name: (Example : dm_lockdown)
Map size: (Example : 11.1MB)
Author: (Example : VALVe)
Theme: (Example : Prison/Night)
Description: - (example: a “control” map consisting of two main areas and interconnecting rooms. ). (also, can be added here : preferred grav: 600 default)
Screens - … . . bla bla
Download URL: in this case…stock map
Website: bla bla bla
moreover, here is a list of map styles…everyone, feel free to add, edit, discuss:
- King Of The Hill
Since team play is what I’ve been dissecting lately, I’ve naturally considered maps from this point of view. Maybe you’d want to mention if the map is mainly team play and/or ffa oriented.
In the above template I think Theme could be a subsection of Description rather. Maybe extend to something like this, building on both yours and Swot’s examples:
- In info box:
Number of players
Brief description followed by Contents
Theme: custom textures?
Size: (ties in with No. of players)
Performance: How taxing is the map for the computer? Is HDR used?
Flow: a map in which you can move around quickly between key areas has a high flow, whereas a map cluttered with debris, narrow passages, ladders,etc. while lacking interconnecting passages and teleports lacks in flow.
Weapons, items and props:
Spawn points: Number, Team based?
For team play only
Balance: by a balanced map I do not mean one that is symmetric in design, but one where weapon and item placement promotes a balance between technical and tactical skills.
Control index: ranging from 1-5, this is a value that reflects how readily a map have something both worth and possible to control. In one end of the extreme you will find maps that end up in a campfest, like dm_powerhouse (index value 5), while the opposite is nonstop action with little to no thought involved such as a typical killbox (index value 1). However, for our purposes, a better example of a low value would be dm_lostvillage if played without the rpg (index value 2). In general, for any map, the control index will increase with the number of players, since fewer resources per player means greater potential for successful control.
Strategy and tactics I think we should consider that any tactical guide to a specific map could be considered part of the official curriculum here at HL2DMU. And I think the wiki is a perfect place for this, possibly with links under Stage 4 on the curriculum page if the guide in question is approved in some kind of review process. I don’t see why we couldn’t have several guides for the same map, officially approved or not, by different authors.
You have to take into consideration, also, that tactics are somewhat dependent on number of players and ff on/off.
Here you could also describe the map further:
Control points: these are built around items of high value, e.g. the rpg platform on dm_powerhouse or the items under the stairs on dm_lockdown (2 smg nades, 2 health packs, 1 orb & 1 shotgun). Could even be an area with an unusually high concentration of spawn points.
Choke points: points of a map which you almost certainly have to pass in order to get to another area, especially important if that area contains a control point.
Crossroads: areas which can be accessed from three or more paths, making anyone there unusually susceptible to crossfire.
Tips & tricks Like xbow and orb bounces or special jumps.
Bugs & exploits E.g. charging from under the supercharger on lockdown
Gallery Including an overview with suggested place names?