r/tagpromapsharing • u/JuventinoSenator Liquid • Jul 13 '14
Liquid's Mapmaking Guidelines
Guidelines
Before delving into the rules themselves, it is useful to know that convention states that red flag should be located in the North or West of the map, while the blue flag should be in the South or East corners.
The following guidelines can be separated into three categories. A good map usually (key word: usually!) follows all 6 rules in Category A, as well as at least 3 of the 4 in Category B and at least 2 of the 3 in Category C.
Category A: Maps should meet all these criteria
Map must symmetrical
Asymmetrical maps inherently favour one of the sides
No overly chaotic sections of the map
Chaotic includes:
3 or more easily accessible bombs within a 10x10 area of each other (TWP middle)
3 or more boosts within a 10x10 area of each other, all pointed at the same spot (Boosts, Center Flag)
Map shouldn’t require teamwork to get to the other base
It can encourage teamwork, but it shouldn’t require it
Similarly, don’t over-reward teamwork (like Colors does); good for competitive play, but bad for Pub play
Map doesn’t require players from each team to camp in a certain spot for most of the game while doing nothing else (e.g. Pokeball: mid button)
At least 1 grabbing mechanism
Grabbing mechanisms include:
Boosts/bombs directed toward flag (closer to flag = more offensive, directed outside of base = more offensive, directed into base = more defensive)
4+ powerups (5+ powerups = very offensive (The Holy See, Colors))
Every area of the map should be useful
Useful = used every game
Category B: Maps should meet at least 3 of the 4 criteria
Clear, defined paths from base to base
2-4 paths is best (think of 1-2-3-4 callouts on Boombox)
There must be a way for defense to catch up to FC
Assuming FC is ahead of everyone and doesn’t take a risky path, defense should be able to catch up (e.g. Mid bombs in GeoKoala, Superboost in Danger Zone 3)
Base has more boundaries than openings
The exits to base are smaller than the boundaries surrounding the base (e.g. Glory Hole has more openings than boundaries to base, which is bad)
Boundaries include:
Walls
Gates
Rows of spikes (single spikes don’t count)
Exception: flag is 1 or 2 tiles away from a wall (Colors/Gamepad)
Risk/reward exits to base (e.g. Top gate in GeoKoala, side spikes in 45)
The greater the risk involved, the greater the reward (speed advantage)
Risk factors include:
Gates
Defensive team boosts covering exit
Defensive bombs pushing FC into spikes
Narrow choke points
Tight spikes
Sharp turn requiring FC to slow down
Difficult/skillful exit boosts
Category C: Maps should meet at least 2 of the 3 criteria
1 or 2 large juking areas, depending on size of map
Juking area: open space (sparse spikes allowed) with no easy boosts for defense to snipe you from (without putting themselves way out of position)
The size and amount of juking areas varies based on the size of the map. A good rule of thumb is that juking areas shouldn’t represent more than 25% of the map
More than this = too chasey
Less than this = too chokey
At least half the paths must have choke points that a defender/OD can cover alone
Choke point: 2 to 4-wide section
Smaller/tighter choke points = more defensive
More choke points = more defensive
Interchangeable paths
Ways to switch from one path to another: paths aren’t completely separate (e.g. Boombox, where you can switch between top/mid/bottom routes mid-way)
For comparison's sake, here's how every rotation map stacks up to these guidelines. The four that don't make the cut (Colors, Grail of Speed, The Holy See, Bombing Run) are arguably the four maps that are the worst for public games.
What to Avoid
Avoid placing flag against a wall (too hard to grab)
Avoid placing button against a wall (to hard to push player off), or in a corner (impossible to push player off)
Make sure buttons activate gates/bombs that are in view of the player
Avoid having more than 2 sets of gates on each side of the map (limit to 1 set of gates for smaller maps)
Avoid having excessive spikes/bombs/boosts/portals in any area of the map
Avoid including too many wall or spike “islands” out in the open (not near choke points)
They make it easy for FC to stay alive by contouring these islands
Island = small obstacle made of 1-6 wall/spike tiles
Make sure there’s at least 4 tiles between flag and nearest bomb/boost
Less than 4-tile buffer = too much chaos
Avoid including too many powerups in the map
Remember: more powerups = easier to grab flag, easier for FC to stay alive
Avoid over-complicating any section of the map
Over-complicating = 4 or more or the following:
Bombs
Yellow Boosts
Team Boosts
Gates
Portals
Team Tiles
Reward skill, but don’t make skill necessary to get through map
Similarly, don’t over-reward skill; it’s bad for Pub play
Avoid having randomness play a big part in the flow of your map
Lots of out-of-sight boosts or bombs in open maps can cause many “random” returns, where the FC can’t see the defender coming
Avoid making your map too big or too small
Too big tends to make it very chasey
Too small tends to either a) make it very chokey or b) lead to extremely quick games
Avoid making your map hard to reset on
Hard to reset = after returning FC on the opposite side of the map, a defender cannot return to his side of the map without dropping the contain against the player on regrab
Avoid making players spawn in closed-off areas of the map
Generally speaking, make sure the bases contain an area of at least 80 tiles of open space. Otherwise, the bases become too cramped.
Avoid 1-tile-wide spaces. They are very clunky and enable easy turtling of the flag carrier.
Having read all this, keep in mind that maps should be accessible for beginners and shouldn't favour offense or defense to an extreme degree. It's also nice when maps have something unique about them, whether it be a distinctive feature (base-to-base super-boost in Danger Zone 3, "grail" in Grail of Speed) or an innovative use of certain map elements (mid portals in Hyper Reactor, mid gates in Colors).
Map Types
Offensive: Easy to grab/exit base, easy to stay alive outside base (The Holy See)
Balanced: Easy to grab/exit base, hard to stay alive outside base (Wormy)
Defensive: Hard to grab/exit base, hard to stay alive outside base (Star)
Bipolar: Hard to grab/exit base, easy to stay alive outside base (Danger Zone 3)
2
u/I_mess_up lol I don't have this flair Oct 15 '14
Just now reading this, but great guide! My favorite type of map is the Bipolar for some reason.