Alright so with the likely shift to a new ruleset, involving a different categorisation system for maps (open, closed and mixed), there's potentially room to add some new maps and it might be time to think about scrapping some old ones in any case. As with before, final decisions will be made by a select few people (hopefully the same few) in a meeting that I'll run. Now dow to bizniz.
If you have a new map to sumbit for the ENL, here is the place to do it. I know that IG_Battlegrounds and The_Beehive have been playing around with some custom maps already which gives us a great headstart, so thanks to them. However, I would request that the map is resubmitted here following the specific rules and guidelines I set.
Also, feel free to use this place to remark on existing maps and map submissions. Positive and negative thoughts are welcome, just keep things respectful.
Creating a map fit for the ENL:
Submitting a map for the ENL:
If you have a new map to sumbit for the ENL, here is the place to do it. I know that IG_Battlegrounds and The_Beehive have been playing around with some custom maps already which gives us a great headstart, so thanks to them. However, I would request that the map is resubmitted here following the specific rules and guidelines I set.
Also, feel free to use this place to remark on existing maps and map submissions. Positive and negative thoughts are welcome, just keep things respectful.
Creating a map fit for the ENL:
- Ensure a reasonable level of balance. Symmetry is not essential and infact may be rather boring. Just make sure there are enough options for both teams, to ensure competitive play. A map with imbalances like Port Assault or Village should be avoided.
- Modifications (including but not limited to alternate spawn points) to Native maps will be considered. However, try to make sure that the modifications you make give a very different feel to the map.
- See this guide for information about spawn points: http://forums.taleworlds.com/index.php/topic,89831.0.html . Try to include as many of those as possible, to make the map viable on all game modes. Obviously, the essential ones are battle and master of the field entry points.
- Use only Native scene props. That should be clear but these maps must be Native compatible.
- No ugly **** or weird use of scene props. This is a little vague but I don't want to see props stretched out halfway across the map or a bunch of tables put together to make a hut (just random examples). The maps should have good aesthetics.
- No excess detail. This ties in with the last point but I don't want to see a market place with 100 apples on each stall or anything like that. Keep performance in mind and try to find a balance.
- Don't include credits or plugs. Don't spell out your name with scene props. This isn't appropriate.
- Try to make your map clearly open, mixed or closed. To fit in with the ENL rules, the distinction here is quite important. Don't have a castle interior next to a massive field.
- On that note, no castle interiors. I don't think they're suitable for competitive play.
- Think about what ought to be possible on your maps. Test for "glitches" yourself and place "barriers" appropriately. Although, by the same token, don't just put invisible walls in places that look like they could or should be accessible. Try to plan for these things and create your map to limit issues like this.
- Try to keep them interesting. The maps don't need to be works of art but as Alex said, preferably avoid making a bunch of "Ruins" clones.
- Avoid a clear, direct line of vision between spawns. The only map, in the ENL, that has this is "Ruins". It's not the end of the world but it reveals information about opposition classes and allows for missiles to be directly exchanged.
- Don't make them too big. This is a common mistake.
- Try not to include Flora as an essential feature. There are ways to remove it visually and it's best to avoid allowing cheaters, who would do such things, too much of an advantage. The same applies for piles of hay. Either avoid using them or place them lower, so that people can't "Hay Shark".
- Don't bother with an AI mesh. Infact, it's better not to include one.
- Don't use giant cliffs to signal the edge of your map. Be more inventive and create something that's believable. See Native maps for reference and how to handle the edge of maps.
Submitting a map for the ENL:
- The fist thing to say is: Don't just submit whatever you end up making. Take a look at your map and if you don't like it, make another. It would be nice to have a decent amount of maps for consideration but please don't spam a heap**** of maps and expect me to just pick the best one for you.
- The deadline for custom map submissions is 09/07/2012.
- Each submission should include (I won't write a template):
- The SceneObj file, hosted on any hosting site where it can be downloaded for free.
- The Terrain Code and "outer terrain" used. If you don't know what this is... you shouldn't be submitting a map.
- Multiple screenshots of the map (the more the better). Certainly one aerial view, with annotations pointing out spawns and flag points would be ideal. Any more screenshots will help, along with indications of where they are. A video flythrough, in addition, would be even better.
- A written description of the map. It's up to you, how much to write. Make sure you're informative and write a fair amount but there's no point waffling or endlessly repeating yourself. Tactical analysis, for each spawn, as well as indication about which factions might do well/badly would be of value. Obviously there's no way to know this for sure, so don't worry too much about being accurate. Just try to give it some thought.
- Any problems you think that it might have. Be honest here. We're trying to get some new maps for the community, so there's no sense in concealing what might be a terrible flaw in the map design.
- Any submissions I like the look of will be put in the OP. Once the deadline is up, we can have some discussions and pick the best to be selected for possible use in the next cycle. At this point, I'll try to get them added to major public servers and I'll add them to ENL servers, so that teams can play practice scrims with them.