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Mapping: Asymmetrical or Symmetrical layouts? - Printable Version

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Mapping: Asymmetrical or Symmetrical layouts? - Debugger - 03-01-2011

Mappers and Players, I want to discuss here asymmetrical and symmetrical map-layouts. What do you like to play more? Where do you see advantages in asymmetrical/symmetrical maps? In which gamemodes do you prefer asymmetrical maps? Questions upon questions... Tongue

To start off:
In general, most of the dm/1on1 maps are asymmetrical (ofc, do you need a symmetrical 1on1 map? I guess it would be a bit boring). On the other hand, symmetrical layouts are mostly used for ctf maps.
A symmetrical map is maybe a little bit faster to make for a mapper but asymmetrical maps look intresting to me... So what about you?

Discuss Smile


RE: Mapping: Asymmetrical or Symmetrical layouts? - Sepelio - 03-01-2011

Symmetric for CTF. Asymmetric for 1v1, dm etc.

I feel symmetric ctf maps are only fair. Its too much of a pita to balance asymmetric ones.


RE: Mapping: Asymmetrical or Symmetrical layouts? - DiaboliK - 03-01-2011

+1 to sepelio


RE: Mapping: Asymmetrical or Symmetrical layouts? - nowego4 - 03-01-2011

+1 to Sepelio

Except I will expound further and say that I like the weapons to be identical on each side as well, not just brushes and layout.


RE: Mapping: Asymmetrical or Symmetrical layouts? - greasem0nkey - 03-01-2011

If a map is designed well, than either asymmetric or symmetrical can work. Generally though, symmetric for ctf, and asymmetric for dm.


RE: Mapping: Asymmetrical or Symmetrical layouts? - clanclanclan - 03-02-2011

+3 for Sepelio

Asymmetric CTF usually isn't much fun (miniman for example) but can be done right occasionally (I would say brokenworlds, but the map as a whole was poorly balanced in favour of campers).


RE: Mapping: Asymmetrical or Symmetrical layouts? - The mysterious Mr. 4m - 03-03-2011

-1

i'm surprised myself, but i have to disagree: i'd prefer themes, especially for CTF - something like "Aboriginal vs. HiTech" - which would have distinct differences on each side; a randomly-shaped conglomerate of caves or huts with protective rock formations, lava or chasms on the Aboriginals' side and designed strategic urban facilites with turrets on the HiTech side.

Furthermore, regarding symmetric maps in DM; PushMod is quite popular, for example. i believe it was Space-fun by Strahlemann that had revolving platforms. While that map specifically, wasn't too popular, i can imagine a fusion of that map with, say, MinstaGib Arena (plus appropriate texturing and other necessary changes) would fit the style of Xonotic. (Then again, it could be argued that a map shouldn't get in the way of the gameplay, but i believe that's not relevant to this discussion.)


RE: Mapping: Asymmetrical or Symmetrical layouts? - Sepelio - 03-03-2011

I wouldn't mind seeing an asymmetrically textured map like your "Aboriginal vs. HiTech" idea. I always thought it would be neat to do one with a crossover between nature/high tech where nature has been getting 'assimilated'.


RE: Mapping: Asymmetrical or Symmetrical layouts? - WTFProoF - 03-04-2011

CTF maps need to be symetrical to give both teams the same balance. You normally place important or powerfull stuff in the mid of the map and the normal start-weapons/items in the bases.

For 1vs1 and TDM symetrical maps would be a complete fun-killer, cuz they would produce boring always same gameplay. You need variations of rooms to make a map interesting for the player.

DM maps can be both, cuz there most of the people give a shit about balance and it's all about dirty splatter-fights all over the map. You spawn you run you kill, you pick-up stuff, you kill, you get killed and you repeat all over again.

Peace


RE: Mapping: Asymmetrical or Symmetrical layouts? - The mysterious Mr. 4m - 03-07-2011

(03-04-2011, 06:47 AM)WTFProoF Wrote: CTF maps need to be symetrical to give both teams the same balance. You normally place important or powerfull stuff in the mid of the map and the normal start-weapons/items in the bases.

For 1vs1 and TDM symetrical maps would be a complete fun-killer, cuz they would produce boring always same gameplay. You need variations of rooms to make a map interesting for the player.

DM maps can be both, cuz there most of the people give a shit about balance and it's all about dirty splatter-fights all over the map. You spawn you run you kill, you pick-up stuff, you kill, you get killed and you repeat all over again.

Peace

A well-balanced asymmetrical map makes the difference between a good and an exceptional mapper.

Also, mazes are more effective (in being confusing) when they have symmetric levels - i don't know how this would help designing playable maps, tho.... Huh Confused