THIS good is relative. I just feel that precedence should be given to gameplay and after the basics of a good map are put in place the designer can have some fun making it look good and adding some funny easter eggs. The goal should be that the players can figure out a way to win.Now, i realise that there are good maps which look good AND play well, and that's fine (obviously :p).I realise this is probably an age old arguement but i thought i'd bring it up anyway; i've recently been talking to a friend of mine who maps for ET (and RTCW for that matter) and he was talking about a new map he's designing.I hope this helps. Relative to the opposition, that is.It doesn't matter if the experienced demon hunter is a 150-pt. One assumes the demon hunters are fairly badass. Not in point values but actual skill levels, etc.Exactly.Mark.if their best skills are around 15- or 16-, and their Basic SpeedMove is around 6, assume the critters they are hunting are a) less skilled, andor b) slower than they are (but still fast enough to deal with regular humans). I got quite annoyed at this and had a go at him. That does not mean they WILL win, but they should always have a fair and fighting chance.How can I display forum wide announcements on my vBadvanced pages?Thanks in advance. Choke points have to be placed strategically to provide the best battles, if a map has an excellent design then it is much more playable than a map which simply looks good. If the demons have any special powers, make sure they also have some weakness or some way to short out the special power.What does everybody think?Originally Posted by Michelei don't know if somebody has mentioned this and I missed it, but.But think in terms of who your player characters are and how the bad guys compare to them.they always bring claws to a gunfight. Before even considering the layoutobjectivesroutes between objectives etc etc he was talking about the amazing models and all the easter eggs and such like he was going to put in.Personally i don't care if a map looks like crap, if it plays really well and is evenly balanced for each team then i love it. After all, there are demons and demons; elder demons, demonets. character with Broadsword-20, if the demons in his world routinely make use of mind-controlling spells; conversely, Broadsword-16 is good enough if demons fight in melee combat and have melee weapon skills in the 15-18 range. This might involve research and preparation ("We must have the amulet or their mind control powers will make us freeze in our tracks!"), practice and superior weapons ("Demons.I realise this could have been placed in the mappers forum but thought i would be better off in the general one.In short, this is either a straight fight or a tactical puzzle of some kind.So just keep an eye on the opposition's capabilities and compare them with the friendly NPCs' capabilities."), tactical surprise ("Okay, in a fair fight, that demon will rip our heads off, but if we get him to show himself, our sniper can take him out with the anti-material rifle from 200 yards away"), or strategic reversal ("You know, actually, there is no way for US to kill this demon, but we can foul up his plans and then his own boss will EAT him! That's sort of like us killing him, isn't it?")Now, there is nothing wrong with setting up a demon who can deliver a TPK, but the players should get clues that they might be dealing with this kind of foe, clues about how to make sure the TPK does not happen, etc
jumpman23;authentic air jordan retro;100% authentic air jordan;topdealuk;bigukdiscount ï¼?75offdiscount,bestdiscountuk,latestdiscountuk,findukdiscount,jordan 2 retroï¼?a href="http://www.befreshkicks.com/authentic-air-air-jordan-5-discount-on-sale-11">jordan 5 shoesï¼?a href="http://www.kickzpro.com" title="exclusive jordans">exclusive jordans