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Player designed maps.


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Japualtah #1 Posted 09 April 2019 - 09:49 PM

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Old topic deserving a new look methink.

 

Opt-out for maps was long overdue and it only shows that the map design department at WG could be more effective: empower the players!

 

Now, before anyone tells me 'you don't know what it's like to design a map', I'm an UE4 developer, so, yes, I know.

Here is what I have in mind, needs refining, more ideas added, etc.

 

1° WG makes a design tool available based on tiles, since the average player doesn't have the knowledge nor tools to design the kind of map we play on.

2° Every player may submit a map every set period of time

3° WG filters the maps, it's their game, they're free to reject what doesn't suit them

4° All accepted projects go to the test server for a week each month where testers vote for all map prototypes (voting system to be defined, many exist)

5° The most acclaimed map enters the regular servers rotation. Only one map limits some side effects, to be defined too.

6° Players vote for all maps, WG and player designed alike, and the less desired maps fall from the rotation

 

Discuss.

Constructively, needless to say.



Laatikkomafia #2 Posted 09 April 2019 - 09:55 PM

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The main reason WG doesn't want players to make maps is the fact that some of them would be better than those developed by WG themselves.

The_Naa #3 Posted 09 April 2019 - 09:56 PM

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If i ever get a chance to make a map, its going to be one where there is no hills or ditches.

Just a Flat map with buildings here and there. 


Edited by The_Naa, 09 April 2019 - 09:56 PM.


Solstad1069 #4 Posted 09 April 2019 - 09:56 PM

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Yes, yes and yes.

Every time a thread about maps pops up this is what i asked for. They have a test server, its the perfect place to test new maps.

They can also give out prices to winners.



qpranger #5 Posted 09 April 2019 - 10:10 PM

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This would make a great WOT map: 

 



Jigabachi #6 Posted 09 April 2019 - 10:14 PM

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Would require A LOT of work, effort and dedication from WG, so that won't happen.

vasilinhorulezz #7 Posted 09 April 2019 - 10:31 PM

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View Postqpranger, on 09 April 2019 - 10:10 PM, said:

This would make a great WOT map: 

 

 

Show us which one you are in the picture.

Edited by vasilinhorulezz, 09 April 2019 - 10:31 PM.


Dorander #8 Posted 09 April 2019 - 10:38 PM

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View Postqpranger, on 09 April 2019 - 09:10 PM, said:

This would make a great WOT map: 

 

 

That's just a scale model for the redesigned middle of Erlenberg.

 



Balc0ra #9 Posted 10 April 2019 - 01:03 AM

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Don't need a map tool to have map ideas. As since everyone thinks its so easy. Make one. Use paint or what ever you have to make a general layout. All WG has to do is notice.

Sfinski #10 Posted 10 April 2019 - 05:51 AM

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View PostBalc0ra, on 10 April 2019 - 02:03 AM, said:

Don't need a map tool to have map ideas. As since everyone thinks its so easy. Make one. Use paint or what ever you have to make a general layout. All WG has to do is notice.

 

Notice or care?

jimbobjammybob #11 Posted 10 April 2019 - 08:32 AM

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View PostJapualtah, on 09 April 2019 - 09:49 PM, said:

Old topic deserving a new look methink.

 

Opt-out for maps was long overdue and it only shows that the map design department at WG could be more effective: empower the players!

 

Now, before anyone tells me 'you don't know what it's like to design a map', I'm an UE4 developer, so, yes, I know.

Here is what I have in mind, needs refining, more ideas added, etc.

 

1° WG makes a design tool available based on tiles, since the average player doesn't have the knowledge nor tools to design the kind of map we play on.

2° Every player may submit a map every set period of time

3° WG filters the maps, it's their game, they're free to reject what doesn't suit them

4° All accepted projects go to the test server for a week each month where testers vote for all map prototypes (voting system to be defined, many exist)

5° The most acclaimed map enters the regular servers rotation. Only one map limits some side effects, to be defined too.

6° Players vote for all maps, WG and player designed alike, and the less desired maps fall from the rotation

 

Discuss.

Constructively, needless to say.

 

I would suggest that in order for WG to want to actually increase thier worl load they would need a monetary incentive. With that in mind and to keep the map production and submission efficient and condusive to productive and balanced maps WG should add some kind of cash or gold fee to the submission or tool aquasition.

Japualtah #12 Posted 10 April 2019 - 08:46 AM

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View PostBalc0ra, on 10 April 2019 - 01:03 AM, said:

Don't need a map tool to have map ideas. As since everyone thinks its so easy. Make one. Use paint or what ever you have to make a general layout. All WG has to do is notice.

 

You can't test 'ideas', you need to think workflow.

If players can use a tileset to produce maps, WG has some base from which to create a playable version of said map.

 

Creating such tileset is indeed some work from WG.

It has been done many times for many titles though, for a very long time.

It can be done and I eyeball the man/hours to 200 hours or so.

For a company raking in millions it's not out of reach.

 

And, by the way, that's how WoT maps have been created since alpha: some dudes assembling textured meshes hoping for the best.

There are more talents outside WoT than inside, it's a matter of logic.



Bordhaw #13 Posted 10 April 2019 - 08:23 PM

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View PostJapualtah, on 09 April 2019 - 08:49 PM, said:

Old topic deserving a new look methink.

 

Opt-out for maps was long overdue and it only shows that the map design department at WG could be more effective: empower the players!

 

Now, before anyone tells me 'you don't know what it's like to design a map', I'm an UE4 developer, so, yes, I know.

Here is what I have in mind, needs refining, more ideas added, etc.

 

1° WG makes a design tool available based on tiles, since the average player doesn't have the knowledge nor tools to design the kind of map we play on.

2° Every player may submit a map every set period of time

3° WG filters the maps, it's their game, they're free to reject what doesn't suit them

4° All accepted projects go to the test server for a week each month where testers vote for all map prototypes (voting system to be defined, many exist)

5° The most acclaimed map enters the regular servers rotation. Only one map limits some side effects, to be defined too.

6° Players vote for all maps, WG and player designed alike, and the less desired maps fall from the rotation

 

Discuss.

Constructively, needless to say.

 

Im sure a player came up with several map designs and someone from WG said something about no chance players helping with map designs. 

nakkipeppu #14 Posted 10 April 2019 - 08:28 PM

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The problem really isn't designing the map, or creating the actual map - it's the testing and tweaking required to have it to be interesting, flow well, and be balanced. 

 

But on the bright side, putting this system at work would mean that there'd be a dedicated team from WG dedicated to stare at player created schlongs


Edited by nakkipeppu, 10 April 2019 - 08:29 PM.


Japualtah #15 Posted 11 April 2019 - 12:10 AM

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View Postnakkipeppu, on 10 April 2019 - 08:28 PM, said:

The problem really isn't designing the map, or creating the actual map - it's the testing and tweaking required to have it to be interesting, flow well, and be balanced.

 

You mean like Paris?

nakkipeppu #16 Posted 11 April 2019 - 06:24 AM

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View PostJapualtah, on 11 April 2019 - 01:10 AM, said:

 

You mean like Paris?

 

Well, putting ridiculous amount of hours into something doesn't guarantee that the result is good, but the work is still there.

 

Paris falls more into the schlong category, even if it doesn't look like one, playing it feels like getting rammed by one.



arthurwellsley #17 Posted 11 April 2019 - 07:36 AM

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Who needs players to make maps up? There are plenty of historic battles that are not yet in the game. As an example see below.

 

Best Map not yet in game is an historical tank battle =

Battles of Khalkhin Gol

BT7 lining up ready for the battle

Knocked out T95 Ha-Go during the battle

 

Map of the battle;

with rivers, fords etc

 

 

 


Edited by arthurwellsley, 11 April 2019 - 07:38 AM.


Captain_Kremen0 #18 Posted 11 April 2019 - 08:03 AM

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Sand River?

Traxx293 #19 Posted 11 April 2019 - 11:39 AM

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The problem with player created maps is that the map has to be balanced so that all the different types of vehicles have places on it where they can shine. If the map doesn't offer something for everyone, then players of the classes that get shortchanged by it will just block it from their map rotation. If you have a player who focuses on a single type of vehicle only, they will be creating maps optimized for their own type of vehicle because that is all they are familiar with. They don't know that certain structures or features of the landscape may help or inhibit other classes to the point of making them either OP in that setting or totally useless. If the map rotation becomes overcrowded with open maps, then heavy tank players will block them because they are just food for arty on those maps. On the opposite side, if the map rotation becomes overcrowded with city maps, arty players will block them because they have to move around too much to find good firing arcs. The players of the other classes will also have their own reasons for blocking certain types of maps if they don't fit their playstyle and a really poorly designed map may end up being blocked universally. WG would have to play test every map submitted thoroughly before adding it to the rotation. 

Edited by Traxx293, 11 April 2019 - 11:41 AM.


upsetti_spaghetti #20 Posted 14 April 2019 - 11:06 AM

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View PostTraxx293, on 11 April 2019 - 11:39 AM, said:

The problem with player created maps is that the map has to be balanced so that all the different types of vehicles have places on it where they can shine. If the map doesn't offer something for everyone, then players of the classes that get shortchanged by it will just block it from their map rotation. If you have a player who focuses on a single type of vehicle only, they will be creating maps optimized for their own type of vehicle because that is all they are familiar with. They don't know that certain structures or features of the landscape may help or inhibit other classes to the point of making them either OP in that setting or totally useless. If the map rotation becomes overcrowded with open maps, then heavy tank players will block them because they are just food for arty on those maps. On the opposite side, if the map rotation becomes overcrowded with city maps, arty players will block them because they have to move around too much to find good firing arcs. The players of the other classes will also have their own reasons for blocking certain types of maps if they don't fit their playstyle and a really poorly designed map may end up being blocked universally. WG would have to play test every map submitted thoroughly before adding it to the rotation. 

 

You have described what WG does.

 

 






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