User-Contributed Guide to Making Created Content
Sept 7, 2015 20:05:08 GMT
Cheeseball, kettenkrad81, and 1 more like this
Post by dillono on Sept 7, 2015 20:05:08 GMT
Hi, its dillono here with a super-cool copypasta from the old forums! As the creator currently provides a certain longevity to the game that stands taller than any other feature I decided to put myself to the task of creating a guide to making good created content to grow the creator community's reputation and get people involved in making better maps they don't have much experience in.
I will split this guide into four categories: Deathmatches, Races, Captures and Last Team Standings. They will be compiled of user-contributed advice (i.e User1 posts adviceX then User2 puts it into thread1) and other relevant comments that will help the average Joe make better and more complex maps then he could of before.
Deathmatches:
-Any standard deathmatch has to have well-thought out and spaced spawns. If spawns are close to one another make sure that they aren't in the player's cone of vision otherwise your map could quickly turn into a spawn killing mess. If you place them too far players will have to constantly run to the action and that's no fun.
-Propping is a major component too. Lay them out in a way that any cover position can be flanked or camping would be un-beneficial for either team. If you make your DM that one person can camp the whole match and win that means you have made a failure in Deathmatch design.
-Weapons are another contender to making a good deathmatch. Make sure to fit your weapon to the theme of the map. If you have a large and open map set down Combat MGs, Advanced Rifles and Heavy Snipers to make sure there's never a dull moment. If you're trying to make a small and condensed map try keeping the weapons short range, like the combat pistol or sawed-off shotgun that work great in close quarters combat. --- Contribution by me.
Races:
-Do not expect the drivers to always use the mini-map. The race should, for the most part, be totally navigable using the main view.
-The next checkpoint should normally be visible from the previous one.
-There may be cases where #2 isn't possible or desirable (sharp turns, hills, etc.) In such cases, the next checkpoint should soon be visible if the driver either continues on the current path or goes in the general direction of the arrow of the current checkpoint.
-Always make sure the respawns are pointing in the direction they need to go, not the one they came from. This is sometimes done incorrectly for hairpin turns resulting in the user not seeing the next checkpoint when they spawn.
-Space out the checkpoints taking into account the probable speed of the driver at that point in the race. For instance, if there is a segment where the driver is likely to be going at top speed, you can space the checkpoints further apart. If the driver is at a fast point in the race and there is a sharp turn ahead that they have to slow down for, make sure to space the checkpoints far enough apart to allow the driver to respond and slow down.
-If there is a fork with multiple routes that go in a similar direction and only one of them is the correct one, put the checkpoint in the correct path. It's too hard to decipher the correct route from the arrow when the checkpoint is in the intersection itself.
-If the road splits and meets back up soon after, consider spacing the checkpoints to allow either route to be taken.
-Even in cases where it's obvious where to go (like in a tunnel or a road with no turn-offs), if it's been a while since the last checkpoint, it's nice to add one anyways to reassure the driver they are still on the right track and didn't miss anything.
-Do not obscure important features of the race with checkpoints. One common one is to put a checkpoint right in front of a ramp. This makes it difficult for the driver to line up properly possibly making them fly off at an incorrect trajectory. As in #3, you want to give the driver enough time to prepare. Another annoying case is a checkpoint right in front of a telephone pole.
-Space the checkpoints far enough apart such that if a driver has to reset at a checkpoint, they have enough room to build up speed to get to the next one. For instance, if there's a jump, make sure the previous checkpoint is set far enough back that they can build up enough speed to make the jump. Remember to take into account the slower cars in the vehicle class(es) you pick. --- Contribution by Mr_Pickles_Esq
Also check out Cuz05s Checkpoint Placement Guide: gtaforums.com/topic/695643-checkpoint-placement-guide/page-1
Captures:
-Having an idea on what you want to make your capture is a great headstart to making a fantastic job. I've seen too many and countless times people try to incorporate several elements into one capture but it never fell together neatly. Figure out which elements work best together and work with them, mold them to your advantage to make the best capture you possibly can within the confines of the creator. Adding ramps, explosions, and high-powered weapons to a very open-sized capture is a great way to make a high octane job, but might not suit well for a low-key and condensed capture set to 8 players.
-Your capture should also be set in an otherwise un-used part of the map (i.e. Places where hasn't already made official jobs) so that it has a level of authentication to it. There are some stellar locations I've found around the sprawling city of Los Santos and Blaine County that could surely use some love. A different area is always the best area in my book.
-Gameplay is another one of the deciding factors on why players will come back to your job. If one team has even the slightest advantage over the other team it could ruin a capture for everyone. Whether it be an asymmetrical or symmetrical capture, balance is key. If one team has to chase another team, make sure to give the chasers big strong vehicles to be able to take out the other team in one hit but also make sure the runners have a small and fast (but not too fast) vehicle to be able to outsmart the chasers by using teamwork or trickery. A good example of this is the Adversary Mode Hasta La Vista.
-If I may also add to the list, please for the love of god stop making unnecessary/extra rounds. Longer is not always better. When I can watch an episode of Breaking Bad, make a sandwich and then go back to my game to see that your capture is still going on then you have a serious time issue.
-Another thing that people should know how to use are Actors. Actors can either make or ruin a capture. To guarantee an enjoyable experience for everyone try to make sure the actors aren't too overpowered, otherwise your capture will turn into a infuriating mess where people wish the actors weren't there at all. Lets say you're making a contend where both teams have to overcome the obstacle of a highly-fortified base that contains the case(s). I recommend adding them into captures in a way that they can be taken care of but aren't the main focus. Tweak around with the actor settings until you make your capture just right to ensure a delightful job that'll have players thirsty for more. I personally think that setting several actors with high accuracy then have them stop spawning after one or two deaths is the way to go. However other people may have different preferences, just make sure that the actors are an overcomable obstacle and not a frequent annoyance. --- Contributed by me.
Last Team Standings:
-Treat Last Team Standings as deathmatches but increase the area a team will have to cover. If the map is too small, it goes by quickly. If the LTS you wish to create must span a tiny area, place props and weapons accordingly. Provide effective cover yet ways to take individuals out. Place weapons a little far from cover. If it's behind cover, the person there pretty much has unlimited ammo. Don't make the weapons too strong in this scenario as people would die before they can react. This will allow room for player frustration and increase the likelihood of a player leaving mid-match due to how ridiculous it is. I know it's hard to come up with an original idea, and I know its tempting to use a formula that is proven to work, such as Snipers/Rockets vs Everything, but you should try to be original. When there is very little diversity and variety, the mode will suffer. Let your LTS stand out and allow it to speak for itself. --- Contributed by iTaliahR
I will split this guide into four categories: Deathmatches, Races, Captures and Last Team Standings. They will be compiled of user-contributed advice (i.e User1 posts adviceX then User2 puts it into thread1) and other relevant comments that will help the average Joe make better and more complex maps then he could of before.
Deathmatches:
-Any standard deathmatch has to have well-thought out and spaced spawns. If spawns are close to one another make sure that they aren't in the player's cone of vision otherwise your map could quickly turn into a spawn killing mess. If you place them too far players will have to constantly run to the action and that's no fun.
-Propping is a major component too. Lay them out in a way that any cover position can be flanked or camping would be un-beneficial for either team. If you make your DM that one person can camp the whole match and win that means you have made a failure in Deathmatch design.
-Weapons are another contender to making a good deathmatch. Make sure to fit your weapon to the theme of the map. If you have a large and open map set down Combat MGs, Advanced Rifles and Heavy Snipers to make sure there's never a dull moment. If you're trying to make a small and condensed map try keeping the weapons short range, like the combat pistol or sawed-off shotgun that work great in close quarters combat. --- Contribution by me.
Races:
-Do not expect the drivers to always use the mini-map. The race should, for the most part, be totally navigable using the main view.
-The next checkpoint should normally be visible from the previous one.
-There may be cases where #2 isn't possible or desirable (sharp turns, hills, etc.) In such cases, the next checkpoint should soon be visible if the driver either continues on the current path or goes in the general direction of the arrow of the current checkpoint.
-Always make sure the respawns are pointing in the direction they need to go, not the one they came from. This is sometimes done incorrectly for hairpin turns resulting in the user not seeing the next checkpoint when they spawn.
-Space out the checkpoints taking into account the probable speed of the driver at that point in the race. For instance, if there is a segment where the driver is likely to be going at top speed, you can space the checkpoints further apart. If the driver is at a fast point in the race and there is a sharp turn ahead that they have to slow down for, make sure to space the checkpoints far enough apart to allow the driver to respond and slow down.
-If there is a fork with multiple routes that go in a similar direction and only one of them is the correct one, put the checkpoint in the correct path. It's too hard to decipher the correct route from the arrow when the checkpoint is in the intersection itself.
-If the road splits and meets back up soon after, consider spacing the checkpoints to allow either route to be taken.
-Even in cases where it's obvious where to go (like in a tunnel or a road with no turn-offs), if it's been a while since the last checkpoint, it's nice to add one anyways to reassure the driver they are still on the right track and didn't miss anything.
-Do not obscure important features of the race with checkpoints. One common one is to put a checkpoint right in front of a ramp. This makes it difficult for the driver to line up properly possibly making them fly off at an incorrect trajectory. As in #3, you want to give the driver enough time to prepare. Another annoying case is a checkpoint right in front of a telephone pole.
-Space the checkpoints far enough apart such that if a driver has to reset at a checkpoint, they have enough room to build up speed to get to the next one. For instance, if there's a jump, make sure the previous checkpoint is set far enough back that they can build up enough speed to make the jump. Remember to take into account the slower cars in the vehicle class(es) you pick. --- Contribution by Mr_Pickles_Esq
Also check out Cuz05s Checkpoint Placement Guide: gtaforums.com/topic/695643-checkpoint-placement-guide/page-1
Captures:
-Having an idea on what you want to make your capture is a great headstart to making a fantastic job. I've seen too many and countless times people try to incorporate several elements into one capture but it never fell together neatly. Figure out which elements work best together and work with them, mold them to your advantage to make the best capture you possibly can within the confines of the creator. Adding ramps, explosions, and high-powered weapons to a very open-sized capture is a great way to make a high octane job, but might not suit well for a low-key and condensed capture set to 8 players.
-Your capture should also be set in an otherwise un-used part of the map (i.e. Places where hasn't already made official jobs) so that it has a level of authentication to it. There are some stellar locations I've found around the sprawling city of Los Santos and Blaine County that could surely use some love. A different area is always the best area in my book.
-Gameplay is another one of the deciding factors on why players will come back to your job. If one team has even the slightest advantage over the other team it could ruin a capture for everyone. Whether it be an asymmetrical or symmetrical capture, balance is key. If one team has to chase another team, make sure to give the chasers big strong vehicles to be able to take out the other team in one hit but also make sure the runners have a small and fast (but not too fast) vehicle to be able to outsmart the chasers by using teamwork or trickery. A good example of this is the Adversary Mode Hasta La Vista.
-If I may also add to the list, please for the love of god stop making unnecessary/extra rounds. Longer is not always better. When I can watch an episode of Breaking Bad, make a sandwich and then go back to my game to see that your capture is still going on then you have a serious time issue.
-Another thing that people should know how to use are Actors. Actors can either make or ruin a capture. To guarantee an enjoyable experience for everyone try to make sure the actors aren't too overpowered, otherwise your capture will turn into a infuriating mess where people wish the actors weren't there at all. Lets say you're making a contend where both teams have to overcome the obstacle of a highly-fortified base that contains the case(s). I recommend adding them into captures in a way that they can be taken care of but aren't the main focus. Tweak around with the actor settings until you make your capture just right to ensure a delightful job that'll have players thirsty for more. I personally think that setting several actors with high accuracy then have them stop spawning after one or two deaths is the way to go. However other people may have different preferences, just make sure that the actors are an overcomable obstacle and not a frequent annoyance. --- Contributed by me.
Last Team Standings:
-Treat Last Team Standings as deathmatches but increase the area a team will have to cover. If the map is too small, it goes by quickly. If the LTS you wish to create must span a tiny area, place props and weapons accordingly. Provide effective cover yet ways to take individuals out. Place weapons a little far from cover. If it's behind cover, the person there pretty much has unlimited ammo. Don't make the weapons too strong in this scenario as people would die before they can react. This will allow room for player frustration and increase the likelihood of a player leaving mid-match due to how ridiculous it is. I know it's hard to come up with an original idea, and I know its tempting to use a formula that is proven to work, such as Snipers/Rockets vs Everything, but you should try to be original. When there is very little diversity and variety, the mode will suffer. Let your LTS stand out and allow it to speak for itself. --- Contributed by iTaliahR
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