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Author Topic: EIRR Map Formula (How to build a map that stands a chance of getting played)  (Read 12845 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« on: February 18, 2011, 02:32:29 pm »

If you want to be a successful mapper in EIRR, you must follow the EIRR Map Formula.

You make a map thats narrower than it's length (not to exceed 640m) by at least 33%. Map width is approx 84m-128m per player (more players, the less space per player). You add a couple roads, not too many, starting from the spawn areas. You then add a few fields, some hedgerows and a small town somewhere in the middle section of the map (may be to either side of the map, but must be equal distance from spawns. After this is done, add some trees (only a few), bushes, haystacks, etc for cover. Detail to taste.

This is the only acceptable map formula for EIRR gameplay (otherwise you will suffer loads of whining about it being unbalanced because someones support heavy build can't cover the whole map, or it's too dense for the armor heavy builds to use open ground, etc) To vary from this map formula is certain doom.


Checklist for Mappers:

Map is no longer than 640m
Map is no wider than 2/3 it's length with a max of 128m per player.
Map does not include any large water features
Map does not include heavily forested areas
Map has 1 town along the centerline of the map equal distance from spawns
Map is made up of mainly fields, separated by hedgerows.
« Last Edit: February 18, 2011, 02:45:30 pm by AmPM » Logged


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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #1 on: February 18, 2011, 04:28:47 pm »

Not totally agreeing. This is a formula for certain success BUT not the only way to go.

Other maps are still possible, but do not go down that road unless you are a really Really experienced mapper.
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spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #2 on: February 18, 2011, 05:45:12 pm »



There used to be a really unique 3v3 map that was set in an all city kind of environment, it was much wider than it was long, and had an elevated park in the middle of it. Does anyone remember what this map is? I'd love to play a game on it again some time soon. One team would start near warehouses and a dock (I think?) and the other would start next to ruined buildings and the main fight would occur in the elevated park in the middle!
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nugnugx Offline
Donator
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« Reply #3 on: February 18, 2011, 06:47:28 pm »

Best map ever concept :

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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #4 on: February 18, 2011, 06:50:23 pm »

Sadly, if that map was actually created it would probably be rather popular....
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #5 on: February 18, 2011, 06:53:21 pm »

I'd tap that map.
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lionel23 Offline
Donator
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Posts: 1854


« Reply #6 on: February 18, 2011, 08:46:25 pm »

@nugnug - LOL, funniest shit ever
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #7 on: February 18, 2011, 08:46:30 pm »

Lmao tanteville.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #8 on: February 18, 2011, 10:42:32 pm »

Hey AmPm don't feel so down. Lambert is still popular and doesn't fit tha description at all.


Infact it's creaion description was "Purchase industrial Meat grinder. Fill grinder with players. Activate as necessary"
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3rdCondor Offline
Donator
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Posts: 1536


« Reply #9 on: February 18, 2011, 10:50:17 pm »

I gotta be honest.... there was a map that I really enjoyed but it was just too large and needed to be fixed. It had its problems but it was very neat and fixable.... Purple Heart Lane
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #10 on: February 18, 2011, 10:57:54 pm »

You should have seen the hate mail I sent unknown for Including Purple Heart Lane and Foy without previewing them. I think it's part of the reason the process to get maps in now is so intense

[Purple Heart Lane= Hold 80% of the map and still be 50/50 population]
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cloud234 Offline
EIR Veteran
Posts: 363


« Reply #11 on: February 18, 2011, 11:02:10 pm »

I concur with ur map formula. Add a further 32M per player on the width for the crazy bastards who like asymmetrical warfare.

Alternatively, you could do a "2 cities" format with an "open field" in the middle so that people don't get pushed more than 60-70% off.... rather than a flat out spawn camp.
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WildZontar Offline
Donator
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Posts: 1168



« Reply #12 on: February 19, 2011, 12:28:07 am »

I liked Dawn, although if someone could remove the epic bloom it would make it even more epic.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #13 on: February 19, 2011, 07:58:47 am »

It's more or less correct, although variations are certainly acceptable as long as they are not too revolutionary as far as I have experienced. (I.E full industrial/urban/forest). And I disagree with the notion that forest maps can't be popular, I'm confident they can be (provided there's a mix with open areas and/or towns), it's just that few people actually bothered to create a forest map.

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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #14 on: February 19, 2011, 10:58:03 am »

P.S. Unknownz, Ardennes Villiage never got into the last patch.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #15 on: February 19, 2011, 01:02:25 pm »

Lets make TF2Fort for EIRR
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GORKHALI Offline
EIR Veteran
Posts: 1472



tt
« Reply #16 on: February 24, 2011, 02:16:46 am »

 Shocked
« Last Edit: February 24, 2011, 01:42:58 pm by GORKHALI » Logged

TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #17 on: February 24, 2011, 02:01:22 pm »

Best map ever concept :

goddammit nugnug you know i only jerk off to maps that leo makes.
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #18 on: February 24, 2011, 03:21:54 pm »

Lmao how about... New map style HUGE building in the middle surrounded by hedges and hills. and two huge fields on the sides. OMG WERE RUNNING BLIND EXTREME
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #19 on: February 24, 2011, 05:08:02 pm »

radar station.... Quite possibly one of the most unique, fun, entertaining, and ever changing map... and its the opposite... 

If you want generic maps... follow the list.
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