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Old 04-25-2003, 11:28 PM   #1
LOF_INFERNO
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What in your opinion is good flow?

Ive been playing with UED a bit, and I think I am know ready to start making maps that are worthy of keeping, projects that I can be proud of.

Often a major pary of a map, FLOW, is discussed. Personally I think FLOW varies between different gametypes.

DM: I find that good flow in map stops you from running in a big circle throughout the map, making you take different routes every time. This is done through item placement and good architecure, where there is no single place that has a huge advantage over another, and at no time is there a single place in the map were you can get fully reloaded. An example is placing a shock ammo, than some distance away the rifle, and some distance beyond that more ammo. So to get fully stocked you have to tranverse a distance where you can encounter more items and foes.

CTF/BR: Each area of the map holds a strategic value in most cause as valuable as anyother other location. IMO the best example would be Hydro16 from UT. The RL in its hall was kept on top of a big pillar. The way the hall was constructed was to allow defense with the RL since the enemy had to pass through 2 choak points (the entrance and the area between the two pillars). Yet there was limited health and ammo, so it could not be defended forever. If you wanted to snipe, you went to a bunker, however this left you in a room with little space to move, so getting trapped be enemies who would sneak up was a danger, but the bunker did allow you to have a shot at all in coming attackers. The FLak entrance was cool because you could lob flak shells through the hole in the wall, and the winding corridor leading to that hall allowed some resistance from shock whores. There was very little ammo and only a small shield, so you could not stop all attackers from defending this one point. To fully defend you base in this map all the good defense points had to be used (the bunker, entrances and flag room). A CTF map with no flow does not force you to do this, so you often have everyone camp in the flag room, which isn't as fun.

Well thats my opinions on flow, or as much as I want to type right now. What do you guys think?
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Old 04-25-2003, 11:36 PM   #2
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Re: What in your opinion is good flow?

Quote:
Originally posted by LOF_INFERNO
only a small shield
like this?
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Old 04-25-2003, 11:45 PM   #3
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There was a belt in at the flak, or is that from the flag room?
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Old 04-26-2003, 12:29 AM   #4
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if you want me and freakish's opinions on good flow, just play 433.

best...map...ever

Flow is a general feel you get. Each task and objective ebb and flow onto each other, working together to form a cocophany of carange, rather than compartmentalized roles and objectives.

just play 433...

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Old 04-26-2003, 12:30 AM   #5
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er...433 is for ut, forgot what folder I was in

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Old 04-26-2003, 03:00 AM   #6
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Quote:
Originally posted by LOF_INFERNO
There was a belt in at the flak, or is that from the flag room?
oops..I misread. you were talking about that specific route (has armor) while I thought you were referring to the entire map (has belt). doh!

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Old 04-30-2003, 12:59 PM   #7
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Well, I had four shortcuts to flow tuts but they're all 404, including one to a tut with nice pics.

Bah. Here's my view:

1. Lead the player through the map with pickups and with design. There should be obvious routes.
2. There should be a choice in routes: one for height advantage/ offense, one for health/armor/defense, or one which just lets you wind through the whole map, hindered only by other players.
2. No dead ends. That kills flow instantly.
3. Make the map curve in upon itself, an endless rollercoaster ride, or a snake devouring it's tail, in effect. That one's from CliffyB.
4. Use ramps to platforms, or lifts, kickers/jumppds to get the map out of 2 dimensions. Which leads to:
5. Z-axis. Very important. For a map to be really fun, you've got to be able to do advanced moves, like dodging forwards off a ledge and hammering your opponent underneath it with multiple rockets from above.
6. Think racecar tracks, which loop over themselves and are endless. A simple figure eight is one perfect flow scheme: it's endless, and the center provides for encounteres and z-axis opportunities.
7. But like all kids with a figure eight slot car track, you want to expand! Loops, barrel rolls, accelerators, physics modifiers, gravity, water, all these are ways to push the engine's envelope. The most fun I had with Hotwheels was launching them into the air off a huge jump and into a basket! You've got to bend the rules a little to be a good mapper.

You have the right idea. Go for it!
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Old 04-30-2003, 06:09 PM   #8
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Quote:
Originally posted by Switch
7. But like all kids with a figure eight slot car track, you want to expand! Loops, barrel rolls, accelerators, physics modifiers, gravity, water, all these are ways to push the engine's envelope. The most fun I had with Hotwheels was launching them into the air off a huge jump and into a basket! You've got to bend the rules a little to be a good mapper.
Best... analogy... ever.
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Old 05-01-2003, 12:29 PM   #9
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Thanks!

Angel_Mapper passes Switch on the outside to take the lead!

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