One critical piece for getting good maps is understanding the game. It would be great to get together a list of things that should NEVER be in a competitive map.
EXAMPLES FROM COH2:
- No buildings on cutoffs.
- 2v2 should have a safe fuel. Dont put it on the mid-line of the map.
- No large HP buildings on important points.
Since the mechanics of Coh3 are different, we need a new set of guidelines for mappers. This needs to come from top players and their experience so far playing Coh3. This is the only thing to ensure we get good maps! So please post here or join the testers portion of the mappers Discord!
QUESTIONS FOR COH3 PLAYERS:
- Are a large number of buildings a problem?
- Put buildings on the cutoffs?
- Do taller buildings give more sight and elevation bonus so dont use them near important points?
- Dont use elevation near important points?
Anything you guys can think up would be helpful.
I've made this point before, the most important thing about a good map is the ABSCENCE of certain dealbreakers. To answer your questions:
1. I personally hate clusters of buildings, but I don't think they have to be dealbreakers. There area few caveats though. For example, there need to be favorable angles to fight against each building. A building should generally not just be "6 windows on each side on top of elevation so that all cover is negated".
2. Cut off buildings I would judge similarly to clustered buildings. I don't like them, but as long as there is an angle to flank it, I don't think they're dealbreakers. The difference might be that for cut off buildings it's preferable to have a completely blind angle due to MG's being oppressive on cutoffs.
3. I think buildings are incorporated into the elevation mechanic.
4. I don't think you should make extensive use of elevation period. At least definitely do not use steep impassable elevation like cliffs or walls. I think these map elements are too intransparent in how they affect the game and interact with different projectiles from different angles. Put bluntly, they're a pretty looking marketing gimmick but don't really fit into CoH gameplay. Furthermore, I would go as far as to say that almost all elevation suffers from these problems to some extent. AT guns not being able to fire in impossible to predict ways, projectiles alwasy hitting the ground from certain angles despite the unit supposedly being in range etc etc. The mechanic just doesn't work well.